Virtual Object State Management for Emergent Gameplay

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Solution Overview

Problem

Creating virtual worlds that support emergent interactions is a complex and time-consuming process, as existing techniques often rely on pre-scripted rules and physics engines that limit creative gameplay experiences.

Innovation Solution

A computer system is programmed to define interactions between virtual objects and elements, where objects change states based on collisions with elements, and these state changes can generate new elements, allowing for dynamic and unpredictable interactions within the virtual world.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If pre-scripted rules and physics engines are used to define virtual world interactions, then the system structure is simplified and easier to implement, but the creativity and flexibility of gameplay experiences are limited

Engineering Contradiction:
Improvecreative gameplay experiencesVSAvoidsystem structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the interaction system into two distinct components: objects (which have states and can be affected by elements) and elements (which can change object states). This segmentation allows for flexible emergent interactions while maintaining manageable system complexity through clear role separation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces dynamic state changes where objects transition between different states (e.g., wet, burning, frozen) based on interactions with elements. This dynamic behavior enables emergent gameplay possibilities without requiring pre-scripted interactions for each scenario, thereby increasing adaptability while managing complexity through state-based logic.

Inventive Principle:
Principle #15Dynamics

2Reliability

If detailed graphics and preplanned storylines are provided to create immersive virtual worlds, then the quality and immersion of the virtual world is improved, but the creation process becomes more complex and time-consuming

Engineering Contradiction:
Improvevirtual world qualityVSAvoidcreation time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent creates a universal interaction framework where a limited set of objects and elements can combine in multiple ways to generate diverse gameplay scenarios. The same basic components (objects with states, elements that affect states) can produce various interactions (freezing, burning, wetting), reducing the need to create separate preplanned storylines for each scenario while maintaining high virtual world quality.

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

3Adaptability or versatility

If a physics engine with basic rules is provided to support emergent interactions, then the flexibility and creativity of player solutions are enhanced, but the complexity of the underlying system increases

Engineering Contradiction:
Improveplayer creativityVSAvoidphysics system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent uses parameter changes through state transitions (e.g., an object changing from a solid state to a liquid state, or from wet to dry) to enable diverse interactions. By defining objects with multiple possible states and elements that can trigger specific state changes, the system achieves high player creativity through parameter variations without requiring complex physics calculations, thus managing system complexity while enhancing adaptability.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10195529B2Systems and methods of providing emergent interactions in virtual worlds
Publication Date: 2019.02.05 NINTENDO CO LTD
  • US10195529B2 patent drawing
  • US10195529B2 patent drawing
  • US10195529B2 patent drawing

AI summary

A computer system is provided that stores data for a plurality of virtual objects and elements that are positioned within a virtual space. Each of the virtual objects can adopt different states depending on which elements are determined to have collided with the virtual objects. Once it is determined that an object is collided with an element a further determination is made as to whether that element effects the virtual object. If the element does affect the virtual object, then the state for that object is updated. Further, a new element is then generated based on this change in state of the virtual object.