Virtual Space Interaction Ranking via Segmentation
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Solution Overview
Problem
Existing virtual game systems face computational costs and complexity in guiding interactions between characters and objects in complex virtual spaces, overwhelming human-controlled characters with numerous interaction options, making it costly and complicated to constantly check and detect permissible interactions.
Innovation Solution
A system that classifies and organizes characters and objects into types, groups, and perception types, using modules like proximity, object type, group, preference, ranking, and selection to guide interactions by determining relevant options and ranking them for easy selection by players or NPCs, reducing the computational burden and simplifying interaction evaluation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the system constantly checks and detects all permissible interactions between characters and objects, then interaction accuracy is improved, but computational cost and system complexity increase significantly
Solution Approach 1:
The patent segments the virtual space into multiple regions and divides objects into different groups based on their interaction characteristics. Instead of checking all interactions system-wide, the system only evaluates interactions within specific regions and groups, reducing the overall computational complexity while maintaining detection accuracy for relevant interactions.
Solution Approach 2:
The system performs partial interaction detection by focusing only on the most relevant interactions based on character attributes, object types, and regional importance. Rather than exhaustively checking every possible interaction, the system evaluates a subset of high-priority interactions, reducing computational cost while maintaining sufficient accuracy for gameplay purposes.
2Measurement precision
If the system constantly checks and detects all permissible interactions between characters and objects, then interaction accuracy is improved, but computational cost increases
Solution Approach 1:
By dividing the virtual space into regions and objects into groups, the system reduces the total number of interaction checks needed. Each region and group is evaluated independently with lower computational requirements, avoiding the need for exhaustive system-wide checks while maintaining accurate detection of relevant interactions.
Solution Approach 2:
The system performs detection on a partial set of interactions deemed most relevant based on character attributes, object types, and regional significance. This selective approach reduces computational cost by avoiding unnecessary checks of low-priority interactions while maintaining sufficient accuracy for gameplay.
3Adaptability or versatility
If the system provides numerous interaction options to human-controlled characters, then interaction completeness is improved, but user overload increases making characters overwhelmed
Solution Approach 1:
The system segments interaction options by organizing them into different groups based on object types and regional contexts. Instead of presenting all possible interactions at once, the system displays options in organized categories, making the extensive interaction possibilities more manageable and easier for users to navigate and select from.
4Adaptability or versatility
If the system provides numerous interaction options to human-controlled characters, then interaction completeness is improved, but evaluation complexity increases
Solution Approach 1:
The system divides the evaluation process into segments corresponding to different object groups and regions. Each segment is evaluated independently using simplified criteria specific to that group, reducing the overall evaluation complexity compared to assessing all interactions uniformly. This segmented approach maintains comprehensive interaction options while making evaluation more manageable.
Data Source
AI summary
System and methods to guide interaction of characters with objects in a virtual space include determining how objects near a particular character are perceived by that character. Based on proximity, position, the manner of possible interaction, and/or other considerations, objects are ranked for interaction with the character.


