Virtual Object Generation with Random Attribute Variation

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Solution Overview

Problem

In war-themed strategy games, the growth pattern of virtual objects is fixed, leading to a lack of diversity and randomness, making the gameplay less interesting as combat attributes of virtual objects of the same type, level, and faction are essentially the same.

Innovation Solution

A method for generating virtual objects where a second virtual object is randomly created with attributes different from the first, allowing it to grow and gain experience points through virtual battles, breaking the inherent growth pattern and increasing diversity and interest.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If virtual objects are generated with fixed growth patterns based on player level and faction level, then the growth process is straightforward and easy to understand, but the diversity and interestingness of virtual object growth are reduced

Engineering Contradiction:
Improveease of understanding growth processVSAvoiddiversity of growth patterns
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent changes the parameters determining virtual object growth from fixed factors (player level, faction level) to include random elements. Specifically, it introduces random generation of virtual objects with different types, attributes, and growth trajectories, allowing the same player level to produce diverse virtual object outcomes rather than uniform results.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent makes the growth pattern dynamic by introducing randomness and variability. Instead of a static, predetermined growth path based solely on player level, the system dynamically generates virtual objects with different attributes and growth characteristics, making each generation process unique and adaptable.

Inventive Principle:
Principle #15Dynamics

2Device complexity

If virtual objects of the same type, level, and faction have identical combat attributes, then the system is simple to manage, but the gameplay becomes monotonous and less interesting

Engineering Contradiction:
Improvesimplicity of virtual object managementVSAvoidvariety of combat attributes
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent applies local quality by giving individual virtual objects unique attributes and characteristics even within the same type and level. Each virtual object generated has distinct combat attributes, skills, or properties that differentiate it from others, creating local variations rather than uniformity across the entire group.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent changes the attribute parameters of virtual objects by introducing random variation in combat stats, skills, and other attributes. This allows virtual objects of the same type to have different parameter values, creating diversity in gameplay while maintaining the same basic classification structure.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If virtual object growth is determined solely by player level increase, then the growth process is predictable and controlled, but the interestingness and topicality are reduced

Engineering Contradiction:
Improvepredictability of growthVSAvoidinterestingness of growth
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent inverts the traditional growth model by not having virtual objects grow predictably with player level. Instead, it introduces random generation and unexpected variations in growth outcomes, where increasing player level does not guarantee predictable virtual object improvements, creating surprise and interest.

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The patent introduces randomness as an intermediary element between player level and virtual object growth. This intermediary factor decouples the direct relationship between player progression and virtual object attributes, allowing for diverse and interesting growth patterns that are not strictly determined by player level alone.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20240390797A1Virtual object generation method
Publication Date: 2024.11.28 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20240390797A1 patent drawing
  • US20240390797A1 patent drawing
  • US20240390797A1 patent drawing

AI summary

In a virtual object generation method, an object generation operation is received from a user account to generate a virtual object group including a specified quantity of virtual objects to be controlled by the user account. When second virtual objects are determined to be generated as part of the virtual object group, a generation result of first virtual objects is displayed in the virtual object group based on the object generation operation, and a generation result of second virtual objects is displayed. A total quantity of the first virtual objects and the second virtual objects is the specified quantity of the virtual objects, whether the second virtual objects are to be generated in the virtual object group is determined independently of the object generation operation. A first object attribute information corresponding to the first virtual objects is different from a second object attribute information corresponding to the second virtual objects.