Adaptive Squeeze Motion Control for Card Game Realism
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Solution Overview
Problem
Existing card game systems fail to accurately simulate the 'squeeze motion' in baccarat, as users cannot appropriately discontinue the motion based on the progress of the game, leading to inefficient gameplay and unnecessary motions.
Innovation Solution
A card game apparatus and software program that generate a squeeze image and control game progress, allowing the squeeze motion to be discontinued at specific branching timings when a predicted score changes, using various squeeze motions and speed adjustments based on game states.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the squeeze motion is continuously performed until the card is fully turned over, then the user experiences the complete realistic motion, but time is wasted when the user has no chance of winning
Solution Approach 1:
The system continuously monitors the predicted score during the squeeze motion and provides feedback by detecting changes in the predicted score. When the predicted score changes (indicating the user has no chance of winning), the system automatically discontinues the squeeze motion, eliminating wasted time while maintaining realism during viable gameplay scenarios
Solution Approach 2:
The squeeze motion is made dynamic and adaptive rather than static and fixed. The motion automatically adjusts its duration based on game state changes - it continues when the user has a chance of winning but discontinues when the predicted score changes, optimizing both realism and time efficiency
2Loss of time
If the squeeze motion is discontinued early, then time is saved, but the realism and tension of the game experience is reduced
Solution Approach 1:
The system uses feedback from predicted score changes to determine the appropriate discontinuation timing. The squeeze motion is only discontinued when objective game state changes indicate the user has no chance of winning, ensuring realism is maintained during all meaningful gameplay moments while eliminating only truly unnecessary motions
3Loss of information
If multiple predicted scores are calculated during squeeze motion, then the user can make informed decisions, but the system complexity increases
Solution Approach 1:
The score prediction system is segmented into discrete evaluation points based on suit visibility stages. Instead of continuous complex calculations, the system divides the squeeze motion into segments where predicted scores are recalculated at specific milestones (when new suits become visible), reducing computational complexity while maintaining informative accuracy
Solution Approach 2:
The system performs score predictions at partial intervals rather than continuously - specifically when suit visibility changes occur during the squeeze motion. This partial action approach provides sufficient information for user decision-making without the excessive computational burden of continuous real-time prediction
Data Source
AI summary
There are provided a squeeze image generating portion generating a squeeze image showing a squeeze motion of a card being turned over from an end, from a back surface to a front surface; and a game controlling portion controlling progress of a card game on the basis of a score recorded on a front surface of the card. By discontinuing the squeeze motion at branching timings at which a score predicted by a part of one or more suits appearing according to progress of the squeeze motion changes, it becomes possible to discontinue the squeeze motion at an appropriate timing according to a progress state of the card game, and it is possible to provide a realistic game environment close to a real card game and save time taken for useless squeeze motions.


