Virtual Object Interaction for Identity Deduction in Real-Time Combat

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Solution Overview

Problem

Current faction-based games rely heavily on verbal communication for identity deduction, leading to slow-paced gameplay, high entry barriers, and reduced accessibility and excitement.

Innovation Solution

A virtual object interaction method combining identity deduction with real-time combat, where players control virtual objects with randomly assigned identities, allowing interactions that reveal faction affiliations and capabilities, enhancing strategic depth and immersion.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If players rely on verbal communication for identity deduction, then logical reasoning capability is improved, but gameplay pace becomes slow and accessibility is reduced

Engineering Contradiction:
Improveidentity deduction accuracyVSAvoidgameplay pace
Core Design Contradiction:
Loss of informationVSProductivity

Solution Approach 1:

The patent replaces the mechanical system of verbal communication with an automated visual information system. The server automatically sends identity information to players based on game state, eliminating the need for manual verbal deduction while maintaining the core gameplay objective of identifying opponents' roles.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The server acts as an intermediary that automatically manages identity information distribution. Instead of players directly communicating through verbal means, the server mediates by sending relevant identity data to players based on game events, accelerating the information flow while preserving deductive elements.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Loss of information

If players rely on verbal communication for identity deduction, then logical reasoning capability is improved, but entry barrier increases and mass appeal is reduced

Engineering Contradiction:
Improveidentity deduction accuracyVSAvoidentry barrier
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

The patent replaces the mechanical system of verbal communication with an automated visual information system. The server automatically sends identity information to players based on game state, eliminating the need for manual verbal deduction while maintaining the core gameplay objective of identifying opponents' roles.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Adaptability or versatility

If identity information is not disclosed, then strategic depth is improved, but gameplay immersion is reduced

Engineering Contradiction:
Improvestrategic depthVSAvoidgameplay immersion
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent applies local quality by selectively disclosing identity information to specific players based on their roles and game state. Different players receive different identity information at different times, creating localized information advantages that maintain strategic depth while improving individual player immersion through relevant disclosures.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The server performs preliminary actions by pre-configuring identity information distribution rules before the game begins. This allows the system to automatically determine when and what identity information to disclose during gameplay, balancing strategic uncertainty with immersive revelation without requiring complex real-time player decisions.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20260000985A1Virtual object interaction
Publication Date: 2026.01.01 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260000985A1 patent drawing
  • US20260000985A1 patent drawing
  • US20260000985A1 patent drawing

AI summary

In a virtual object interaction method for a game application, in response to starting a target game match, identity information assigned to a first virtual object in the target game match is output for display. Each of the plurality of virtual objects is divided into one of a first faction and a second faction. The first faction includes a first subset of the plurality of virtual objects having first identity information and a second subset of the plurality of virtual objects having second identity information. The second faction includes a third subset of the plurality of virtual objects having third identity information. The first virtual object is controlled to initiate an interaction with a second virtual object. An interaction result that is based on the interaction, the identity information of the first virtual object, and the identity information of the second virtual object is output for display.