World Prediction for Game Collision Accuracy

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Solution Overview

Problem

Predicting collisions in video games is challenging due to the complexity of simulating realistic collisions and the significant computational resources required, leading to potential inaccuracies and bizarre animations.

Innovation Solution

A computer-implemented method for world prediction in game applications, which generates future projections of virtual objects, determines bounding box positions, predicts collisions by checking for overlaps between bounding boxes, and generates collision data to update action states of virtual objects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If collision prediction is implemented in video games, then collision accuracy and realism are improved, but computational resource consumption increases

Engineering Contradiction:
Improvecollision prediction accuracyVSAvoidcomputational resource consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent segments the collision detection process into multiple stages: first generating future projections of virtual objects, then determining bounding box positions, next checking for bounding box overlaps, and finally generating collision data only when overlaps are detected. This segmentation allows the system to perform preliminary checks on all objects efficiently, then focus computational resources only on objects that actually collide, thereby improving collision prediction accuracy while controlling computational resource consumption.

Inventive Principle:
Principle #1Segmentation

2Reliability

If detailed collision simulation is performed, then collision realism is improved, but device complexity increases

Engineering Contradiction:
Improvecollision simulation realismVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by generating future projections of virtual objects and determining their bounding box positions in advance, before actual collision detection is needed. This allows the system to prepare collision data proactively, reducing the need for complex real-time collision simulation during gameplay. The preliminary determination of bounding box overlaps simplifies the actual collision handling, thereby improving collision simulation realism while reducing system complexity.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12268964B2World prediction within a game application environment
Publication Date: 2025.04.08 ELECTRONIC ARTS INC
  • US12268964B2 patent drawing
  • US12268964B2 patent drawing
  • US12268964B2 patent drawing

AI summary

Embodiments of the present application provide systems and methods for world prediction within a game application environment. The systems and methods can include a world prediction module for predicting collisions between virtual objects in the game application environment. The world prediction module can use game state data to simulate the virtual objects into future instances. The world prediction module can parse the future instances to find collisions in a farfield representation of the virtual objects and collisions in a nearfield representation of the virtual objects. The world prediction module can use collision information to update a game engine of the game application.