Virtual Object Ban Assistance for Automatic Selection Completion
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Solution Overview
Problem
Existing virtual object ban methods in games require manual selection by players, leading to low efficiency and incomplete ban procedures, affecting game experience.
Innovation Solution
A method and apparatus that automates the virtual object ban process by allowing players to request assistance and automatically setting banned states for virtual objects based on received aid requests, ensuring no manual operation is needed at the end of the ban phase.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If manual selection is required for virtual object banning, then players have control over the ban process, but the efficiency and completeness of the ban procedure deteriorates
Solution Approach 1:
The system automatically executes the ban procedure without requiring manual player intervention. When a player requests ban assistance, the system autonomously identifies the virtual object to be banned and executes the ban action, making the process self-serving and eliminating the need for continuous manual operation while maintaining high efficiency and completeness
Solution Approach 2:
The system performs preliminary actions by automatically identifying and preparing the ban execution before the actual ban occurs. When a ban request is received, the system pre-processes the identification of the target virtual object and prepares the ban parameters, then executes the ban automatically, ensuring the entire process is efficient and complete without manual intervention
2Manufacturing precision
If manual ban operation is performed, then players can control which objects are banned, but the accuracy and completeness of the ban list deteriorates
Solution Approach 1:
The system implements feedback mechanisms where players can request ban assistance and the system responds by automatically identifying and executing the ban. This feedback loop ensures high accuracy in determining which virtual objects should be banned based on player input, while eliminating the time-consuming manual selection process through automated response
Solution Approach 2:
The patent replaces the mechanical manual selection process with an automated information processing system. Instead of requiring players to manually navigate and select objects for banning, the system uses computational algorithms to automatically identify the target virtual object and execute the ban, thereby improving both accuracy and eliminating time loss
3Productivity
If automated ban assistance is implemented, then the ban procedure efficiency improves, but the system complexity increases
Solution Approach 1:
The patent extracts the core ban execution functionality from the complex game system and isolates it as a dedicated automated module. By separating the ban assistance request handling, virtual object identification, and ban execution into a distinct system component, the patent achieves high efficiency while managing complexity through modular design
Solution Approach 2:
The automated ban assistance system is designed as a universal module that can handle various ban scenarios through a single integrated mechanism. The system universally processes ban requests, identifies target virtual objects, and executes bans across different game contexts, thereby improving efficiency without proportionally increasing complexity through multi-functional design
Data Source
AI summary
This application discloses virtual object ban techniques within the field of computer technologies. The technique includes displaying a first page corresponding to a virtual object ban phase; receiving a request for ban assistance; and setting, in response to an end of the virtual object ban phase and when no ban operation for any virtual object is detected in the virtual object ban phase, a state of a virtual object corresponding to the request for ban assistance to a banned state. The method not only improves efficiency of banning a virtual object, but also ensures that a ban is made, so that the virtual object ban phase always results in a ban.


