Virtual Support Character Escort Battles With Dynamic Win Conditions

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Solution Overview

Problem

Existing virtual battle systems utilize virtual objects that are fixed and have minimal impact on the battle outcome, leading to low utilization of computer resources and limited game interaction forms.

Innovation Solution

Incorporating a virtual support character with a moving function that interacts with the player-controlled character, determining battle outcomes based on the support character's movement to a specific position, rather than relying solely on a fixed virtual object.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If a fixed virtual object is used in the virtual battle, then the battle system is simple to implement, but the utilization of computer resources is low and the impact on battle outcome is minimal

Engineering Contradiction:
Improveease of implementationVSAvoidcomputer resource utilization
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The patent transforms the fixed virtual object into a dynamic virtual support character that can move autonomously within the virtual scene. The support character navigates toward target positions, interacts with players, and its movement state dynamically changes during the battle, thereby increasing system complexity and computer resource utilization while maintaining ease of implementation through predefined movement logic

Inventive Principle:
Principle #15Dynamics

2Device complexity

If a fixed virtual object is used in the virtual battle, then the system complexity is low, but the game interaction forms are limited and fun is reduced

Engineering Contradiction:
Improvesystem complexityVSAvoidgame interaction forms
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The virtual support character is designed with autonomous movement capabilities, allowing it to dynamically navigate the virtual scene, approach target positions, and interact with player characters. This dynamic behavior creates diverse interaction forms including escorting, defending, and cooperative attacks, thereby enriching game gameplay without requiring excessive system complexity

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The virtual support character serves as an intermediary between the player-controlled character and the battle environment. It mediates interactions by providing protective effects, blocking enemy attacks, and coordinating with player actions, thereby expanding game interaction forms while maintaining manageable system complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If a virtual support character with movement function is introduced, then the utilization of computer resources increases and battle impact is enhanced, but the device complexity increases

Engineering Contradiction:
Improvecomputer resource utilizationVSAvoiddevice complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The virtual support character implements dynamic movement behavior with predefined navigation logic toward target positions. The character autonomously adjusts its position, speed, and movement direction based on battle conditions, thereby enhancing computer resource utilization through active rendering and physics calculations while managing device complexity through standardized movement algorithms

Inventive Principle:
Principle #15Dynamics

4Adaptability or versatility

If the battle result is determined by the virtual support character's movement to a specific position, then the virtual support character has high impact on battle outcome, but the difficulty of detecting and measuring increases

Engineering Contradiction:
Improveimpact on battle resultVSAvoidbattle result determination
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The system continuously monitors the virtual support character's position relative to the target position and provides real-time feedback on movement progress. The battle result determination mechanism tracks whether the support character reaches the specified position within the battle time limit, creating a clear feedback loop that enhances the support character's impact on battle outcomes while maintaining straightforward detection through position coordinate comparison

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250360415A1Virtual character battle method and apparatus, device, medium, and program product
Publication Date: 2025.11.27 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250360415A1 patent drawing
  • US20250360415A1 patent drawing
  • US20250360415A1 patent drawing

AI summary

A virtual character battle method is performed by a computer device. The method includes: displaying a virtual scene including a first virtual character and a second virtual character that have a confrontation relationship and a virtual support character, and the second virtual character being configured for hindering automatic movement of the virtual support character in the virtual scene; in response to receiving a control operation performed on the first virtual character by a user of the computer device, displaying interaction between the first virtual character and the virtual support character when the first virtual character escorts the virtual support character; and in response to the virtual support character moving to a first position in the virtual scene, displaying a first battle result configured for indicating that the first virtual character wins a battle.