Virtual Character Interaction State Transition for Game Resource Optimization
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Solution Overview
Problem
Existing shooting games often lead to monotonous interaction for players due to exclusive focus on direct battle, resulting in low human-computer interaction efficiency and underutilization of hardware processing and display resources.
Innovation Solution
A pickable item-based interaction method where a virtual character transitions from a shooting state to a non-shooting state upon obtaining an interactive item, limiting interaction with other virtual characters and requiring the item to be stored at a target location, thereby enhancing interaction diversity and resource utilization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the game focuses exclusively on direct battle interaction, then the shooting and killing mechanics are simplified and optimized, but the interaction manner becomes monotonous and hardware resource utilization decreases
Solution Approach 1:
The patent introduces dynamic interaction modes by allowing virtual characters to switch between shooting mode and item interaction mode. The interaction system becomes dynamic as players can pick up items, switch interaction modes, and engage in non-shooting activities, making the overall interaction adaptable and versatile while maintaining operational simplicity in each mode
Solution Approach 2:
The patent makes the virtual character multi-functional by enabling both shooting actions and item-based interactions. The character can function as both a combat unit and an item carrier/interactor, allowing the system to support diverse interaction modes without complicating the basic shooting mechanics
2Reliability
If the game focuses exclusively on direct battle interaction, then the combat mechanics are optimized, but human-computer interaction efficiency decreases
Solution Approach 1:
The interaction efficiency is improved through dynamic mode switching that allows players to seamlessly transition between shooting and item-based interactions. This dynamic system maintains combat reliability while increasing overall interaction productivity by providing multiple efficient interaction pathways
3Power
If the game focuses exclusively on direct battle interaction, then the shooting system is optimized, but hardware processing and display resource utilization decreases
Solution Approach 1:
Hardware resources are utilized more effectively by making the rendering system multi-functional. The same graphical engine that renders shooting effects also renders item interactions, character animations, and environmental elements, reducing wasted rendering capacity and improving overall hardware utilization without compromising shooting system performance
Data Source
AI summary
In a method for interaction in a virtual scene, a first virtual character in a first interaction state and an interactive item are displayed in the virtual scene. The first virtual character is transitioned from the first interaction state to a second interaction state when the first virtual character obtains the interactive item. The interactive item is stored when the first virtual character reaches a target location in the virtual scene in the second interaction state. In the first interaction state, the first virtual character is configured to interact with a second virtual character using a target interaction mode, and in the second interaction state, the first virtual character is not configured to interact with the second virtual character using the target interaction mode.


