Virtual Object Transformation for Cross-Account Battle Control

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Solution Overview

Problem

High-level players in games often lack sufficient game time, leading to low resource utilization and human-computer interaction efficiency due to limited participation in battles.

Innovation Solution

A method and apparatus that allow a first virtual object controlled by a first account to transform into a second virtual object and interact with other objects in the virtual environment when the second object is not present, enhancing interaction efficiency and resource utilization by enabling the first account to control the second object as if they were the original account.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If high-level players participate in all battles personally, then interaction authenticity is maintained, but resource utilization and interaction efficiency decrease due to limited player time

Engineering Contradiction:
Improveinteraction efficiencyVSAvoidresource utilization
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system creates a copy mechanism where the first account can control the second virtual object without the second account being present. The first account assumes the identity and control rights of the second account temporarily, allowing battles to proceed with high-level players controlling other players' virtual objects rather than participating directly in every battle

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system introduces an intermediary control mechanism where the first account acts as a mediator to control the second virtual object. This intermediary control allows the battle system to function continuously even when the original account holder is unavailable, improving overall resource utilization

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If the system allows account transformation and virtual object control transfer, then resource utilization improves, but system complexity increases

Engineering Contradiction:
Improveresource utilizationVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system implements dynamic account transformation where control rights can be transferred temporarily from the second account to the first account. This dynamic mechanism allows flexibility in resource utilization while maintaining clear control boundaries through time-limited transformation and automatic restoration of original control rights

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the control parameter state by allowing the first account to assume control of the second virtual object. This parameter change is reversible and time-bound, transforming the control relationship without permanently altering system structure or increasing long-term complexity

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If traditional one-to-one account control is maintained, then system simplicity is preserved, but interaction diversity and resource utilization are limited

Engineering Contradiction:
Improveinteraction diversityVSAvoidhuman-computer interaction efficiency
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system enables one account (first account) to perform multiple functions by controlling both its own virtual object and other accounts' virtual objects. This multi-functionality increases interaction diversity as players can engage in battles using different virtual objects without requiring multiple active players, thereby improving resource utilization

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS20260007970A1Virtual object transformation
Publication Date: 2026.01.08 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260007970A1 patent drawing
  • US20260007970A1 patent drawing
  • US20260007970A1 patent drawing

AI summary

In a method for interaction in a virtual environment, a first virtual object controlled by a first account is output for display in the virtual environment. When a second virtual object controlled by a second account is not present in the virtual environment and an object transformation instruction is received, the first virtual object is transformed into the second virtual object based on the object transformation instruction. Based on an interaction instruction directed to the second virtual object controlled by the first account, the second virtual object is controlled to interact with a third virtual object in the virtual environment.