Interconnected Simulation Layers for Dynamic Virtual Environments

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Solution Overview

Problem

Current computer game technologies require significant time and effort to create complex virtual environments, which are often static and unresponsive to player interaction, as they are hard-coded and limited by the rules governing cellular automata.

Innovation Solution

A system and method using interconnected simulation layers with rulesets and pipes to model complex behaviors, allowing emergent environment behavior without hard-coding, where each layer consists of a grid of cells with abstract data, and pipes connect layers to facilitate data exchange and calculations, enabling dynamic simulations like water flow, grass growth, and cloud formation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If virtual environments are hand-created by professional game designers and artists, then the quality and detail of the environment content is improved, but the time and expense required to create such content increases significantly

Engineering Contradiction:
Improvequality of environment contentVSAvoidtime to create content
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system enables environments to create and modify themselves through rule-based simulation layers. Instead of requiring continuous human intervention to create and update content, the simulation layers automatically generate terrain, vegetation, water systems, and other environmental elements by applying rules to data layers, allowing the environment to serve its own content creation needs

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The environment is divided into multiple independent simulation layers (terrain layer, vegetation layer, water layer, etc.), each handling specific environmental aspects. This segmentation allows parallel processing of different environment components and enables modular creation and modification of specific environment elements without affecting the entire system

Inventive Principle:
Principle #1Segmentation

2Stability of the object's composition

If virtual environments are hard-coded into the system, then the environment structure is stable and predictable, but the environment becomes static and does not respond greatly to player interaction

Engineering Contradiction:
Improveenvironment structure stabilityVSAvoidresponse to player interaction
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The system transitions from static hard-coded environments to dynamic rule-based simulation layers that continuously update based on current state and rules. Each layer processes data according to its ruleset, allowing the environment to dynamically respond to player actions, external agents, and internal processes while maintaining structural organization through the layer architecture

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The simulation layers create feedback loops where environmental changes affect subsequent states. Player interactions and external agents modify layer data, which then triggers rule-based responses that alter the environment further, creating adaptive behavior while maintaining system stability through consistent rule application

Inventive Principle:
Principle #23Feedback

3Extent of automation

If cellular automata rules are used to simulate environments, then some environmental behavior can be automated, but the simulation is limited by the rigid rules governing cellular automata

Engineering Contradiction:
Improveautomation of environmental behaviorVSAvoidflexibility of simulation rules
Core Design Contradiction:
Extent of automationVSAdaptability or versatility

Solution Approach 1:

The system uses a universal layer architecture where each layer can handle multiple types of environmental data and rules. The pipe connection system provides a flexible interface that can transmit various data types between layers, allowing the same basic framework to simulate diverse environmental phenomena (terrain generation, vegetation growth, water flow, weather patterns) without being constrained by rigid cellular automata rules

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

Data Source

PatentUS10213686B2Modeling complex environments using an interconnected system of simulation layers
Publication Date: 2019.02.26 DAYBREAK GAME COMPANY LLC
  • US10213686B2 patent drawing
  • US10213686B2 patent drawing
  • US10213686B2 patent drawing

AI summary

A method is provided for creating or evolving a virtual environment with a computer system. Steps of the method include: forming a plurality of layers of data, including a first layer and a second layer, each layer including a plurality of cells containing data corresponding to a variable; operating on the data from the cells in the first layer with a function to yield target data; distributing the target data to corresponding cells in the second layer; and altering the data in at least one of the plurality of cells in each layer according to a rule.