Virtual Object Mirror Segmentation for Real-Time Battle Simulation

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Solution Overview

Problem

Existing turn-based and real-time Simulation Games (SLGs) struggle to realistically simulate 'many-against-one' or 'one-against-many' real-time battles, as multiple virtual objects controlled by a player cannot interact with the same enemy unit simultaneously.

Innovation Solution

The method involves a server creating mirror objects of a target virtual object, ensuring the number of mirror objects plus the target object matches the number of interacting virtual objects. This allows for independent one-to-one interactions, enabling simultaneous 'many-against-one' or 'one-against-many' battle effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If turn-based interaction is used, then interaction simplicity is maintained, but real-time battle simulation capability deteriorates

Engineering Contradiction:
Improveinteraction simplicityVSAvoidreal-time battle simulation capability
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent segments the target virtual object into multiple mirror objects, where each mirror object corresponds to one of the player's virtual objects. This segmentation allows each player object to interact independently with a dedicated mirror object, enabling simultaneous many-against-one or one-against-many battle scenarios while maintaining turn-based interaction simplicity.

Inventive Principle:
Principle #1Segmentation

2Productivity

If multiple virtual objects interact with the same target simultaneously, then real-time battle realism is improved, but server processing complexity increases

Engineering Contradiction:
Improvereal-time battle realismVSAvoidserver processing complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent creates mirror objects that are copies of the target virtual object for each player object. Instead of having multiple player objects interact with a single target object (which would require complex simultaneous processing), each player object interacts with its own dedicated mirror object, simplifying server processing while maintaining real-time battle realism.

Inventive Principle:
Principle #26Copying

3Ease of operation

If one-to-one correspondence interaction is implemented, then interaction independence is improved, but number of interaction pairs increases

Engineering Contradiction:
Improveinteraction independenceVSAvoidnumber of interaction pairs
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The patent segments the interaction system into independent one-to-one pairs by creating mirror objects for each player object. This segmentation achieves interaction independence where each player object's actions are processed separately, while the total number of interaction pairs remains manageable through the mirror object approach.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20250144524A1Method for Virtual Object Interaction, Electronic Device, Storage Medium, and Computer Program Product
Publication Date: 2025.05.08 LILITH TECH (SHANGHAI) CO LTD
  • US20250144524A1 patent drawing
  • US20250144524A1 patent drawing
  • US20250144524A1 patent drawing

AI summary

A method for virtual object interaction. The method includes: receiving, by a server, an interaction instruction from a client to instruct multiple first virtual objects to interact with a target virtual object; creating, by the server, one or more mirror objects of the target virtual object, a sum of the number of the one or more mirror objects and the number of the target virtual object being the same as the number of the multiple first virtual objects; calculating, by the server, interaction data of interactions between the multiple first virtual objects, and the target virtual object and the one or more mirror objects; and synchronizing, by the server, first attribute data of the target virtual object and first attribute data of the one or more mirror objects based on the interaction data, and sending the synchronized first attribute data to the client.