Virtual Object State Management for Energy Conservation

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Solution Overview

Problem

Current game systems lack the ability to effectively manage the behaviors of multiple objects in a virtual space using parameters, leading to inefficient energy management and uncontrolled object behaviors.

Innovation Solution

The system introduces a classification system for objects with specific states and behaviors, where objects can switch states based on actions, consume energy, and change states when a predetermined energy threshold is reached, allowing for controlled behavior management and energy conservation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If objects continuously perform behaviors in the virtual space, then the gameplay functionality is enhanced, but the energy consumption increases and requires constant management

Engineering Contradiction:
Improvebehavior performanceVSAvoidenergy consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent applies dynamics by making objects transition between different states (first state where behaviors are performed, second state where behaviors are stopped, third state with consumption amounts, fourth state without consumption amounts). This allows the system to adapt energy consumption dynamically based on whether objects are actively performing behaviors or are idle, resolving the contradiction between continuous behavior performance and energy conservation

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of energy consumption by introducing consumption amounts associated with objects in the first state, and stopping consumption when objects transition to the second state. This parameter change enables the system to control energy usage based on object states, allowing behaviors to be performed when needed while conserving energy when objects are not actively used

Inventive Principle:
Principle #35Parameter changes

2Loss of energy

If the system manages all object behaviors using parameters, then energy control is improved, but objects cannot perform necessary behaviors when not targeted for management

Engineering Contradiction:
Improveenergy controlVSAvoidbehavior autonomy
Core Design Contradiction:
Loss of energyVSAdaptability or versatility

Solution Approach 1:

The patent segments object management into different classifications (first classification with state information and consumption amounts, second classification without such management). This segmentation allows the system to apply parameter-based energy management selectively to specific objects while allowing other objects to perform behaviors autonomously without being targets of management, thus balancing energy control with behavioral autonomy

Inventive Principle:
Principle #1Segmentation

3Measurement precision

If the system tracks state information for multiple objects, then behavior management precision is improved, but the system complexity increases

Engineering Contradiction:
Improvestate trackingVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies universality by using a standardized state management system that can be applied to multiple objects of different types. Each object in the first classification follows the same state transition rules and consumption amount structures, allowing the system to track states of multiple objects using a unified approach rather than requiring separate complex tracking mechanisms for each object type

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

Data Source

PatentUS20240342603A1Non-transitory computer-readable storage medium, information processing system, information processing method, and information processing apparatus
Publication Date: 2024.10.17 NINTENDO CO LTD
  • US20240342603A1 patent drawing
  • US20240342603A1 patent drawing
  • US20240342603A1 patent drawing

AI summary

In an example game according to an exemplary embodiment, a plurality of objects in a first classification are placed in a virtual space. Each of the objects in the first classification have information indicating in which state of a first state and a second state the object is, and information indicating in which state of a third state and a fourth state the object is. If an object in the first classification is in the first state, the object performs a behavior relating to a type of the object. If an object in a first classification is in the first state and the third state, a first parameter is decreased, and if the first parameter decreases to a predetermined reference, the object in the first classification is changed to the second state.