Virtual Skill Release Control With Dynamic Range-Effect Tradeoff

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Solution Overview

Problem

Existing interaction methods in virtual scenes, such as games, lack flexibility in skill release range and effect control, resulting in poor interactivity and limited player control.

Innovation Solution

A method and apparatus that allow players to dynamically control the release range and effect of skills based on the distance between virtual objects, adjusting the skill release area and effect value according to the distance, enabling more interactive skill release strategies.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the skill release range is fixed, then the skill effect value is fixed, but the interactivity and player control are poor

Engineering Contradiction:
ImproveinteractivityVSAvoidskill release control
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The skill release area is made dynamic rather than fixed. The system determines a skill release area based on the distance between the first virtual object and second virtual object, allowing the release area to adapt automatically to different spatial configurations. This dynamic adjustment enhances interactivity without requiring complex manual controls from the player.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of skill release area size based on the distance parameter between virtual objects. By establishing a correlation between distance and release area size, the system automatically adjusts skill parameters according to spatial relationships, improving adaptability while maintaining simple operation.

Inventive Principle:
Principle #35Parameter changes

2Quantity of substance

If the skill release area is enlarged to cover more targets, then the skill can affect more virtual objects, but the skill effect value per object decreases

Engineering Contradiction:
Improvenumber of affected virtual objectsVSAvoidskill effect value
Core Design Contradiction:
Quantity of substanceVSManufacturing precision

Solution Approach 1:

The system dynamically adjusts two parameters simultaneously: the skill release area size and the skill effect value. Based on the distance between virtual objects, the system determines both a larger release area to cover more targets and an appropriate effect value to maintain effectiveness. This coordinated parameter adjustment resolves the trade-off between quantity and quality of skill effects.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

Both the release area and effect value are made dynamic parameters that adapt to the spatial configuration. The system continuously determines optimal values for both parameters based on real-time distance measurements, allowing the skill to automatically optimize its coverage and effectiveness without player intervention.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If multiple skills with different fixed ranges are provided, then players can choose different skills for different situations, but the control complexity and learning curve increase

Engineering Contradiction:
Improveskill selection flexibilityVSAvoidcontrol simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system provides a universal skill release mechanism that adapts to different situations automatically. Instead of requiring players to learn multiple skills with different fixed ranges, a single skill type can dynamically adjust its release area based on the distance to targets, providing versatility while maintaining operational simplicity.

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

Solution Approach 2:

The skill release system performs automatic adjustment of the release area based on the spatial relationship between virtual objects. This self-service mechanism eliminates the need for players to manually select different skills or adjust parameters, as the system automatically optimizes the release area according to the current game situation.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS12605632B2Method, apparatus, computer device, and storage medium for interaction control
Publication Date: 2026.04.21 BEIJING ZITIAO NETWORK TECH CO LTD
  • US12605632B2 patent drawing
  • US12605632B2 patent drawing
  • US12605632B2 patent drawing

AI summary

A method for interaction control comprises displaying a virtual scene and a skill control in a display interface, determining a target position of a second virtual object in the virtual scene in response to a trigger operation of the skill control, and determining, based on a distance between the target position and a first virtual object, a skill release area of the target skill and skill effect information for a third virtual object located within the skill release area. The distance is positively correlated with a size of the release range and negatively correlated with a size of an effect value indicated by the skill effect information. The method includes, in response to a release operation of the skill control, controlling the second virtual object to move to the target position and releasing the target skill based on the skill release area and the skill effect information.