Versus Game Opponent Selection via Independent State Coordination
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Solution Overview
Problem
Current versus games lack effective opponent selection mechanisms, limiting strategic engagement and entertainment value, as players have limited options for choosing opponents to attack in falling object games.
Innovation Solution
A computer-readable storage medium with a game program that allows users to independently manage their game process, acquire and display state data of multiple opponents, select strategies to target specific opponents, and change game states based on predetermined conditions, enhancing strategic selection and recognition of opponent actions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a versus game is designed with multiple independent game processes for each player, then each player can proceed independently without interference, but the selection of opponent to attack becomes poor and lacks strategic depth
Solution Approach 1:
The patent introduces a server as an intermediary that coordinates multiple independent game processes. The server receives attack instructions from users, determines target opponents based on game states, and transmits control instructions to the appropriate opponents' game systems. This mediator enables strategic opponent selection while maintaining independent game processes for each player.
2Loss of information
If the game displays information about multiple opponents, then the user can make informed strategic decisions, but the display complexity and information processing increase
Solution Approach 1:
The patent extracts and displays only the most relevant opponent information (game state, ranking, and target status) while omitting unnecessary details. The display system presents condensed information about multiple opponents in a manageable format, allowing strategic decision-making without overwhelming the user with excessive data.
Solution Approach 2:
The patent applies different display qualities to different opponents based on their relevance. The target opponent receives prominent display with specific visual indicators (such as highlighted icons or markers), while non-target opponents are displayed with standard information. This local quality differentiation helps users quickly identify and strategize about the most important opponent without being distracted by less relevant information.
3Speed
If the user can quickly select and attack a target opponent, then strategic responsiveness is improved, but the system must process and respond to attack instructions rapidly
Solution Approach 1:
The system performs preliminary actions by pre-determining game states and rankings before attack instructions are issued. The server maintains up-to-date information about all opponents' game states, rankings, and statuses in advance. When a user issues an attack instruction, the server can quickly match the request with the appropriate target based on pre-computed data, reducing processing time and complexity.
Data Source
AI summary
A first game process that proceeds independently of a second game process related to opponents for a user is performed. State data indicating a second game state of the second game process related to each of a plurality of the opponents is sequentially acquired, and a display image including a first image reflecting a first game state of the first game process and a plurality of second images reflecting the second game states indicated by the state data is sequentially generated. The display image is sequentially generated such that the first image is arranged in a first area located at a center of the display image, a second area is located at a position at each of right and left sides of the first area, and the second images are arranged in the respective second areas at the right and left sides. An instruction that changes a game state of the target is made if a game state of the user satisfies a predetermined condition.


