Interactive conversation game system and method

By receiving opinions and expected proportions on user terminals and calculating scores based on the differences in composition ratios, the problem of tied scores, adverse selection, and negotiation in talk shows is solved. This achieves objectivity in game results and reflects the true nature of user feedback, thereby enhancing the fun and seriousness of participants.

CN120936415BActive Publication Date: 2026-08-25KSEEK CO LTD
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Patent Information

Application Number
CN202480019853.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2023-03-22
Filing Date
2024-03-18
Publication Date
2026-08-25
Estimated Expiration
2044-03-18

AI Technical Summary

Technical Problem

Existing talk shows suffer from problems such as a large number of people with the same score, adverse selection, and collusion leading to unreliable voting results, and users do not truthfully reflect their personal opinions.

Method used

By receiving user opinions and expected proportions at user terminals, calculating the composition ratio of each answer, and assigning scores based on the differences in composition ratios, adverse selection is prevented and negotiation is reduced. This provides a platform for game judgment and ranking for both the publishing terminal and the operator's terminal.

Benefits of technology

It prevents ties, adverse selection, and collusion in multi-person talk shows, ensuring the objectivity of game results and the genuine feedback from users, thereby increasing the fun and engagement of participants.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides an online talk game method and system in which multiple users interact and guess the composition ratio by sharing opinions. A server publishes a talk subject and receives user opinions to publish. The server receives answers and expected ratios of users to a question, calculates the composition ratio of the answers, and judges that the smaller the difference between the composition ratio and the expected ratio of the user is, the more advantageous it is, and the larger the difference is, the less advantageous it is. The talk game can implement a talk game structure that provides a game in which users can interact in a way that can immerse them when a large number of users participate, prevents a large number of people with the same score, prevents user collusion, and can reduce user confusion.
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Description

Technical Field

[0001] This invention relates to a system-level method for conversation games, including a question-and-answer format where multiple people participate simultaneously and share their opinions on a specific topic in real time, guessing the proportion of each answer. Furthermore, this invention relates to a system and method that provides a conversation-based question-and-answer game, utilizing user terminals to share their own and others' opinions on a conversation topic, and more accurately guessing the proportion of people's answers through interaction among multiple people.

[0002] More specifically, the present invention relates to an interactive conversation game system and a method for providing an interactive conversation game for said user terminal and said server, said interactive conversation game system comprising: a server that poses questions to user terminals related to a conversation topic with multiple options for multiple users; publishes the questions to a publishing terminal 400 that can be viewed by the user terminals or other multiple people simultaneously in order to receive user opinions from the user terminals and share them with other users; receives answers selected for said questions from the user terminals; receives expected proportions of the answers from the user terminals; calculates the composition ratio of each answer from multiple answer information received from multiple user terminals; determines a score or correct answer for each user by comparing the expected proportions received from the user terminals of multiple users; and determines a ranking based on the scores obtained by each user; and a user terminal that receives questions for said topic from the server and outputs said questions so that users can view them; transmits opinions input by users for said questions to the server; receives opinions from other users from the server and outputs them so that users can identify them; transmits answers selected or input by users in said questions to the server; transmits expected proportions of user input for said answers to the server; and receives voting result values ​​and user scores or ranking information from the server. Background Technology

[0003] As a technology in the existing field, it includes online voting systems or questioning systems, etc.

[0004] As another technology in this field, there is an interactive program service that helps to conduct talk shows in a way that allows multiple users to participate in voting and continue the conversation based on the voting results.

[0005] Another technology in this field is a question-and-answer game service where multiple users participate in the question-and-answer session simultaneously, and points are awarded when the correct answer is given, while users are eliminated from the question-and-answer game when the answer is incorrect. Summary of the Invention

[0006] Technical issues

[0007] In 2014, KBS's live broadcast program "Chase Me" introduced a talk show where viewers could use their smartphones to vote in real time on the topics discussed and share the results. During the premiere, more than 25,000 viewers voted on five challenging questions related to the topics discussed, and during the second broadcast, more than 38,000 viewers voted on the same topics.

[0008] In the program, viewers were given questions with two options, such as "If you could travel through time, would you go back to the past or the future?" or "If you could be reborn, would you be a woman or a man?" Viewers selected one option on their smartphones and entered it as their answer. The server received the answers from the viewers' smartphones in real time and selected the answer with the most replies as the correct answer. The server then scored each viewer's answer and assigned a score, ultimately paying a prize to the viewer who received the most replies.

[0009] As a talk show, the program covers about five topics within 60 minutes, including questions related to each topic. To make it easier for the audience to understand and participate in the topics, each question only has two options.

[0010] However, due to the participation of tens of thousands of viewers and the limited judging process, the program encountered a large number of people with the same score. Although this problem was solved by awarding more points to viewers who entered their answers quickly, the possibility still exists that a few people might collude and quickly enter numbers to deliberately create a first prize.

[0011] That is, in five conversation topics with two options, if 16 people press the numbers quickly together, they will win first place regardless of their individual abilities.

[0012] Even if the number of challenging questions is increased to six, this fundamental problem remains difficult to solve because 32 people are competing and could potentially win first place. Furthermore, since stand-up comedy involves sharing the opinions of multiple people within a limited timeframe of about one hour, the range of topics that can be covered is limited.

[0013] Another problem with this approach is the trap of adverse selection. Because the correct answer is determined by numerous audience responses, and each audience member's answer is scored, people don't choose options based on their own opinions. They choose answers they think many others will choose in order to gain points, rather than choosing answers that reflect their own views. Therefore, real-time voting results reflect audience predictions of the correct answer, rather than reflecting audience opinions.

[0014] To address this problem, a solution is to present two consecutive questions with the same options. Specifically, on a smartphone, the viewer answers the first question, "Please enter your thoughts on the following options," followed by a second question, "Which option do you think was selected the most?"

[0015] This method solves the adverse selection problem by transmitting an answer reflecting the user's intent and an answer reflecting the user's prediction to the server. The server uses the first answer to calculate the voting result and determines the second answer based on the voting result. However, when this method is implemented, the audience responds through negotiation.

[0016] Because multiple audience members had chosen number 1 for the first question, and the talk game was repeated many times, this negotiation made all the voting results unreliable, making it difficult to conduct a stand-up comedy show.

[0017] This approach is confusing from the user's perspective because it presents two questions with the same options consecutively within a discussion structure and asks the user to enter an answer.

[0018] This invention solves the problems of having too many people with the same score in the first place, the problem of adverse selection, the problem of negotiation, and the problem of chaos in the stand-up comedy structure.

[0019] Technical solution

[0020] To address the aforementioned problems, the present invention provides a conversation game system and method based on user interaction. The interactive conversation game system includes: a game system that sends a question with multiple options to multiple user terminals, receives opinions from each user terminal, publishes the opinions by sending them to multiple user terminals or to a publishing terminal 400, receives answers and expected proportions for the questions from the user terminals, calculates the composition ratio for each answer from the multiple answers received from the multiple user terminals, assigns higher scores to smaller differences between the expected proportions received from each user terminal and the composition ratios of the answers, and assigns lower scores to larger differences, reflecting the judgment results in the game by sending the judgment results to the user terminals, reflecting them in user ranking information, or adding or subtracting user scores; and a user terminal that uses a network unit to send and receive data with a server, receives questions with multiple options from the server, transmits user opinions related to the questions to the server, receives and outputs opinions from multiple users from the server, proposes that users can input answers and expected proportions for the questions, sends user answers and expected proportions to the server, receives and outputs information related to the composition ratios from the server, and receives and outputs judgment results or ranking information.

[0021] The present invention also discloses a conversation game system and method, characterized in that it further includes: a publishing terminal, a server outputting user opinions received from multiple user terminals, the server receiving composition ratios calculated from user answers and outputting them using an output device, and outputting judgment results or ranking results; and an operator terminal, which issues instructions to the server to send questions to user terminals, stops receiving answers and expected ratios for the questions, compares the expected ratios of each user using the composition ratios, and makes a judgment to reflect this in the game.

[0022] The effects of the invention

[0023] According to the present invention, the game involves asking about five questions that are suitable for the theme of a stand-up comedy. This can prevent too many people from having the same score as the first place winner. It can also prevent reverse selection based on the question theme, prevent collusion among multiple audience members, and reduce user confusion.

[0024] According to the present invention, multiple audiences of thousands or tens of thousands can participate in interactive discussions by sharing their opinions on the topic of conversation. The interactive talk show or conversation activity is designed to be objective and clear for all participants, and makes the participants more interesting and serious in their discussions and engagement in the game. Attached Figure Description

[0025] Figure 1 This is a network diagram of an interactive talk game.

[0026] Figure 2 This is a schematic diagram of a user terminal.

[0027] Figure 3 This is a diagram illustrating how to input the desired ratio in a user terminal.

[0028] Figure 4 A schematic diagram of the terminal to be published.

[0029] Figure 5 Graphs for linear functions.

[0030] Figure 6 A graph for evaluating quadratic functions. Detailed Implementation

[0031] The terminology used in this specification is general terminology currently in use in consideration of the functions mentioned in this invention. Various other terms may be used depending on the intent of a person skilled in the art, court precedents, or the advent of new technologies. Therefore, the terminology used in this specification should not be interpreted solely by its name, but rather based on the overall content of the invention as embodied in the terminology.

[0032] The terminology used in this specification is for illustrative purposes only and is not intended to limit the invention. Unless the context clearly indicates otherwise, singular expressions include the meaning of the plural.

[0033] Furthermore, throughout the instruction manual, when a part is connected to other parts, this includes both direct connections and indirect connections with other components in between.

[0034] The act of transmitting or receiving data from one component to another does not simply mean transmitting or receiving data through data communication between directly connected devices or modules, but rather includes transmitting or receiving data through other devices or modules.

[0035] Furthermore, throughout the manual, servers, terminals, and other components are described as software used to enable the electronic system to function within a physically existing electronic system. Even when using a single server or terminal, multiple systems can be connected to perform the target function as needed.

[0036] Throughout this instruction manual, "question" refers to objective questions with multiple options (Choice question) or subjective questions without options (Open-ended question). A question can have no correct answer or can be judged as having a correct answer.

[0037] Throughout the specification, "answer" refers to the user's choice of values ​​or input data from multiple options in response to the question, which are then transmitted to the server as the user's answer to the question. The server is used to calculate the composition ratio of the answer or options from the multiple answers from multiple users.

[0038] Throughout the instruction manual, "opinion" is used as data input by users in a conversational game related to the question, and is published in a way that triggers interaction between users based on the topic of the conversation.

[0039] User comments in response to questions include all messages that reflect the user's intent, distinguished from input as formal answers. These include user claims in response to questions, simple sayings, chat, gestures, and other simple expressions of intent.

[0040] The "answers" or "opinions" can be input in various forms such as text, numbers, images, voice, and audio, and managed in digital data form. Alternatively, they can be transmitted to servers or terminals, and can be converted into other forms of data as needed.

[0041] Throughout this instruction manual, "option" refers to the options provided when the question regarding the topic of conversation is a multiple-choice question. The composition ratio of a specific option can have meanings such as the composition ratio of answers for that specific option. In subjective questions without options, only the composition ratio of the user's answer needs to be considered.

[0042] Throughout this instruction manual, "composition ratio" refers only to the composition ratio of user answers to a question. The composition ratio is a value calculated from the proportion of each answer among multiple users' responses. For questions with options, the composition ratio for the options refers to the composition ratio of the answers that are considered as option values.

[0043] For questions without options, only the composition ratio of each answer can exist. "Composition ratio" can be an individual value for the composition ratio of each option or answer in the server, or it can have multiple meanings including multiple composition ratios for each option or answer.

[0044] The composition ratio is the proportion of each answer received from multiple users. For multiple-choice questions, the composition ratio of a specific answer is the same as the composition ratio of the options that have the same answer. The composition ratio can be expressed as a portion of the sum of the composition ratios of multiple answers. Composition ratios can be expressed as percentages, per mille, per ten thousand, per ten percent, etc.

[0045] When only one answer per user is processed, the sum of the combination ratios for each answer is 1. When a user selects or enters multiple answers, the sum of the combination ratios can be greater than 1.

[0046] The composition ratio can be applied to a single answer or multiple answers. For questions with a correct answer, it can be the ratio of incorrect or correct answers.

[0047] Throughout the instruction manual, "expecting ratio" refers to the expected value input into the user terminal 100 in order to guess the composition ratio calculated for each option or each answer in response to the question. Furthermore, it is the expected value input by the user to guess a preset composition ratio. Numbers such as ten percent, percentage, thousandths, and ten-thousandths can be entered.

[0048] Throughout the manual, "forecasting ratio" refers to the composition ratio predicted by the server through data analysis. The data analyzed can be from individuals registered on social networking sites, portals, or blogs, corresponding to people who are not closely related to the users participating in the talk game. The data used by the server to calculate the forecasting ratio can be the opinions of users currently participating in the talk game.

[0049] Throughout the instruction manual, "correct answer range" refers to the range within which the user's expected proportion can be considered the correct answer. Users' answers may differ; therefore, the correct answer range applicable to each user may vary.

[0050] Throughout the instruction manual, predicted proportions, composition ratios, expected proportions, etc., can be expressed as percentages, per mille, or per ten thousand.

[0051] Throughout the instruction manual, the "game steps" include presenting questions to multiple users, exchanging opinions, and calculating the composition ratio from the answers to determine the expected proportions for multiple users.

[0052] In this invention, a talk game is configured as follows: based on the separated channels, multiple game steps are implemented, allowing multiple people to dynamically participate in the game steps, and after completing multiple game steps, the final ranking or the final first place is announced, after which the talk game ends.

[0053] Throughout the manual, a "channel" is defined as a unit within a game system that operates independently to enable multiplayer conversational games. Multiple users participating in a channel go through multiple game steps, sharing their opinions based on questions, and competing for the highest score or to become the last survivor.

[0054] When multiple channels exist simultaneously, the operator's terminal for each channel is separated and connected for use. The game steps are differentiated according to each channel, including individual questioning, and each channel conducts a talk game.

[0055] Reference Figure 1 The embodiments of the present invention will be described below. Figure 1 This is a schematic diagram illustrating the network connection structure used to construct the server 200, user terminal 100, publishing terminal 400, and operator terminal 300 of the present invention. In this specification, the user terminal 100, publishing terminal 400, and operator terminal 300 are collectively referred to as terminals, which specifically use their respective functions only when talk games are required. The server is always powered on to enable channels at any time to support talk games according to the purposes of multiple users, and is used in an environment providing a stable network.

[0056] The present invention is configured such that multiple user terminals 100 and a server 200 can be connected to each other via a network unit such as the Internet to send and receive data. Additionally, the present invention may also include an operator terminal 300, and furthermore, it may include a publishing terminal 400.

[0057] For convenience, user terminals 100 are numbered sequentially according to user 1, user 2, user 3, user 4, user 5, etc. User N is not a specific number, but is represented by multiple numbers. It is assumed that multiple users, numbering in the thousands, tens of thousands, or hundreds of thousands, participate in sending and receiving data with the server through the network.

[0058] Server 200 is installed and runs operating systems such as Linux, Unix, and MS Windows. The software that functions as a server is configured to run on a network or as a server daemon.

[0059] Server 200 may also include a database system for storing and managing various types of data, and send and receive data with terminal devices such as user terminal 100, operator terminal 300, and publishing terminal 400 via communication methods such as TCP and UDP.

[0060] Server 200 can be configured to be linked together in a distributed manner by multiple systems via technologies such as blockchain to perform the functions of server 200 in this invention.

[0061] The software that performs the functions of server 200 can be written in programming languages ​​such as C and C++. If it is based on the network, it can be written using language elements such as JSP, PHP, JavaScript, and HTML.

[0062] The user terminal 100 together constitutes a user terminal device and software that executes user terminal functions. It can be configured by setting a dedicated SW on the device, which can independently execute the user terminal.

[0063] To enable greater user participation, user terminal 100 can run application SW on devices such as mobile phones, smartphones, tablets, and desktop computers. This application SW performs interrupt functions.

[0064] User terminal 100 outputs data sent by the server for publication directly through a display or speaker, or outputs it to an output device connected via Bluetooth or similar means.

[0065] User terminal 100 includes network units such as LAN, WiFi, Bluetooth, wired / wireless, and output modules such as displays or speakers that output data transmitted from server 200.

[0066] User terminals also include input modules such as cameras, keyboards, touchpads, microphones, and digital pens.

[0067] User terminal 100 does not need to provide the same functionality to all users. Some users can be provided with a terminal centered around a microphone, which can input opinions or answers via voice data, but without a display or output function. Other users can be provided with a terminal equipped with a microphone, display, touchpad, speaker, etc.

[0068] In a broad sense, a user terminal 100 can be constituted by a digital broadcasting system consisting of a personal computer, multiple microphones, and multiple cameras. As long as the user terminal 100 meets the benchmark of the input opinions, answers, or expected proportions, it can be used as a user terminal 100, without being restricted by form.

[0069] Figure 2 In this process, the user terminal is a smartphone with a touch screen 110. The touch screen area is divided and configured into display area 111, question area 112, option area 113, etc. using the SW method.

[0070] The operator terminal 300 runs a Service SW that performs operator terminal functions on terminals such as desktop computers, smartphones, personal computers, and tablets.

[0071] Figure 3 This shows the user terminal in another state. Figure 3 The example shown is an illustration of the expected proportion of user input. Figure 3 In this system, users can input values ​​in the form of numbers. The system provides voice recognition via microphone or a touchpad that allows handwriting input. When a user inputs handwriting on the touchpad, the system transmits an image to the server or converts it into text and transmits it to the server.

[0072] The operator terminal 300 transmits instructions including various information to the server based on the operator's input. That is, in order to open a new channel for an event, the operator transmits a channel opening instruction to the server, including the channel title, maximum number of participants, channel logo image, and information related to prize distribution.

[0073] The operator terminal 300 can define the protocol between the operator terminal and the server and configure each processor by transmitting the instructions required for the talk game to the server according to the operator's needs.

[0074] The operator's terminal and server constitute a structure for the execution mode of the server that transmits instructions to the operator's terminal. This allows for the detailed breakdown of functions in the entire conversation game, such as allowing users to enter or stop entering, asking and announcing questions, starting and ending answer reception, starting, announcing, and stopping opinion reception, calculating the composition ratio, starting and ending the expected ratio reception, evaluating the expected ratio, assigning scores, drawing prizes, announcing winners, accumulating scores for each user, and announcing rankings. These functions can be performed through the operator's instructions.

[0075] Server 200 opens or closes channels, disclosing channel status, current participants, prizes, titles, and other channel information to multiple users.

[0076] Server 200 consists of a set of game steps that include publishing questions or receiving or interrupting opinions on questions to users included in the channel, receiving answers to questions, stopping receiving answers, calculating the composition ratio of answers, and determining the expected ratio for each user to provide to the user.

[0077] Furthermore, the operator terminal 300 transmits instructions to the server in a manner that calculates the composition ratio from the answer received from the server or publishes information related to the composition ratio.

[0078] Furthermore, the operator terminal 300 transmits instructions to the server related to tasks such as closing channels, awarding prizes based on rankings, announcing reward information, determining prize recipients among those who answered each question correctly, or announcing information.

[0079] Server 200 will be the lottery draw for users who meet the following criteria: cumulative ranking, personal information, personal experience, answer ranking, final ranking, correct answer, and score.

[0080] Server 200 selects the winners from among the users eligible for the lottery by drawing lots. Operator terminal 300 transmits the lottery conditions, including them in the lottery instruction, to the server.

[0081] When server 200 receives the lottery conditions from the operator terminal, it takes the conditions into account to select the winners and announce the lottery results or lottery conditions.

[0082] The operator terminal 300 can transmit instruction information to the server, including instructions for judging relevant conditions.

[0083] When assigning scores to users for questions with correct answers, server 200 determines the score of those who answered correctly or designates them as lottery participants. Furthermore, it uses the proportion of users with correct answers as a component ratio to determine the expected proportion of users, or it uses the proportion of users with incorrect answers as a component ratio to determine the expected proportion of users.

[0084] The operator terminal transmits the following instruction information to the server. As an example, when judging the user's expected proportion, the operator transmits a judgment instruction to the server including the composition ratio condition for each answer for the expected proportion. The expected proportion within the range of correct answers specified by the composition ratio, such as 5%, 10%, or 20%, is judged as the correct answer. Alternatively, the operator can specify whether to assign a relative score to the user using a quadratic equation or a linear equation.

[0085] The Announce Terminal 400 is a terminal used to publish target data from a server to multiple users. It is configured by enabling a Service Servlet (SW) to perform the publishing function on hardware devices such as smartphones, tablets, and desktop computers.

[0086] The application SW that performs its respective functions on the publishing terminal 400, operator terminal 300, and user terminal 100 is developed using languages ​​that allow application development, such as C, Kotlin, Swift, Objective C, Java, Visual Basic, and C#.

[0087] Terminal 400 is configured to perform various functions as a web browser, which downloads HTML and JavaScript from the server to execute these functions.

[0088] If the published terminal 400 is used as the network method, there is no need to set up separate dedicated software. Instead, users can run a common web browser and download the software, which is composed of JavaScript, from the network server. This can encourage people who do not want to set up dedicated software to participate.

[0089] Figure 4 An example of a personal computer-based publishing terminal 400 is shown. In this example, the output of the publishing terminal 400 is achieved through a display, and the data is transmitted to an image output device such as a projector via a terminal such as HDMI. The output unit can be changed to allow transmission to other computers or broadcasting systems.

[0090] In an embodiment of the present invention, the server outputs the published data directly to the HDMI terminal. The publishing terminal 400, as an image output device such as a projector, can also receive the published data via HDMI and output it.

[0091] The server receives instructions from the operator's terminal 300 and organizes the event, announcing the event's commencement so that users can access it. When a user enters the event, the server continuously maintains a connection with each user via TCP or UDP and sends and receives data.

[0092] The server initiates an activity and sets up a new question, ends the reception of answers to the question, calculates the composition ratio of the answers to each option or calculates the ranking, publishes the ranking or begins receiving comments, ends the reception of comments, or sends data for publication to the publishing terminal 400 or the user terminal 100.

[0093] Server 200 receives information from multiple user terminals 100 related to answers, opinions, and expected proportions of questions.

[0094] The server 200 can receive answers to questions and expected ratios from multiple user terminals 100 in the following way: the user terminal directly transmits the answer or expected ratio directly input by the user to the server, and the server receives it from the user terminal.

[0095] Server 200 can receive signals at user terminals based on specific time intervals, distinguishing between answers and expected ratios. That is, the server can designate the corresponding answer for user terminals that alternately publish answers or engage in conversations and send signals within corresponding time periods.

[0096] Furthermore, the server 200 gradually increases the expected proportion to 10%, 20%, 30%, etc. and publishes it. It receives signal input from the user terminal and transmits it to the server. The server will specify the expected proportion published during the time period of receiving the signal as the expected proportion of the corresponding user.

[0097] Preferably, the server receives the answer or expected proportion using a direct data reception method. As mentioned above, when receiving specific data with different meanings based on time periods, the received time period can also be taken into account to convert it into data for the answer or expected proportion.

[0098] The server can also receive answers by specifying the time of receipt of data such as opinions or expected proportions. This method can also be applied to methods for receiving users' expected proportions.

[0099] Server 200 calculates the composition ratio of each answer to determine the expected ratio received from each user terminal 100 for multiple users and publishes the determination results. The determination results are reflected in the user's score or talk game and published, or ranking information is generated and published.

[0100] Server 200 and user terminal 100 are equipped with user login methods for convenient service.

[0101] The user terminal server transmits the user's username and password and receives the login result. It also receives the authentication key used to maintain the login; this key is transmitted when the user sends data to the server to access services that match the user's permissions.

[0102] The user terminal also transmits additional personal information such as the user's phone number, email address, name, gender, location, date of birth, and education level.

[0103] Server 200 receives the user's username and password from user terminal 100, transmits the user's login result information to user terminal 100, generates an authentication key for maintaining login, and transmits it to user terminal.

[0104] Server 200 receives personal information such as emails, phone numbers, gender, location, birthday, and education from user terminals and stores it using a database module or data storage device.

[0105] In the case of an operator's terminal, the services of both the server and the operator's terminal are also available so that users with operator privileges can log in and use them.

[0106] In the process of constructing server 200, user terminal 100, operator terminal 300 and publishing terminal 400, users who raise opinions on questions, users who provide answers, and users who more accurately guess the expected proportion can be treated the same, or they can be treated separately.

[0107] In real-time conversational games, the steps of inputting answers and expected proportions to multiple users via user terminals and transmitting them together to the server, or calculating the composition ratio of the answers via instructions from the operator's terminal, can be performed after receiving the users' expected proportions. That is, preferably, it should be ensured that trust in the composition ratio of the answer is completely prevented before the users input their expected proportions.

[0108] Server 200 calculates the composition ratio of each answer as a proportion of the number of respondents for each answer, based on the number of users as the composition ratio object.

[0109] Server 200 uses a database module to store user choices or data and analyzes them to analyze each user's preferences, examples of opinions or answers used in previous activities, etc.

[0110] The server can calculate the composition ratio by limiting the target group based on personal information such as the user's gender, age, and location. When the operating terminal only considers unmarried women in their 20s of Korean nationality as the target group to calculate the composition ratio of each answer, the server distinguishes users corresponding to unmarried women in their 20s for each answer and calculates the composition ratio of each of these users in the target group.

[0111] The server uses user participation history, such as user preferences, opinions, or examples of answers, as the object to calculate the composition ratio.

[0112] When the operating terminal considers the user who entered "Busan" as the answer in the second question as the object to calculate the composition ratio of their answer, the server, as the answer to the second question, only considers the user who asked "Busan" as the object to calculate the composition ratio of the third answer.

[0113] The server can use user information, information related to user preferences, or user engagement history to calculate the composition ratio. In the second question, the composition ratio was calculated only for women in their 20s who answered "Busan".

[0114] The server divides users into groups and calculates the group ratio for each group.

[0115] The server will publish questions or user preferences to users who are restricted by personal information, participation history information, or groups.

[0116] Server 200 transmits the composition ratio information required to represent multiple charts to publishing terminal 400 or user terminal in a format easily comparable by age group or gender to complete the composition ratio calculation. Correspondingly, publishing terminal 400 or user terminal receives the composition ratio information required for the multiple charts from the server and converts it into charts for output.

[0117] The server determines the types of answers from the multiple users and counts the number of respondents for each answer. The composition ratio of each answer can be calculated by dividing the number of users who responded to each answer by the number of users from the total number of users.

[0118] Server 200 treats multiple answers with similar meanings as a single answer when calculating the composition ratio.

[0119] User terminal 100 has an input device that allows users to input opinions, answers, expected proportions, etc. in various forms such as voice, image, and text, or can provide an input device that can be connected to the user terminal.

[0120] User terminals can directly transmit digital data such as images, voice, video, and text to the server, or convert them into data formats for transmission as needed.

[0121] User terminal 100 can convert speech into text or compress it to send to the server, or convert it into values ​​symbolized in the image (sadness, laughter, noise, silence, etc.) to transmit to the server, or stream digital image data to the server.

[0122] Server 200 considers the user's comments received from the user terminal in text form to be relatively lightweight and transmits them directly to other user terminals 100 or publishing terminals 400.

[0123] When server 200 needs to share opinions in a large amount of streaming data such as voice or video, it needs to be configured with a separate server dedicated to streaming or use units such as CDN for transmission, so as to distribute the server load.

[0124] Corresponding to the method by which the server 200 transmits the data for publication using streaming, the publication terminal 400 or the user terminal 100 receives the data for publication and outputs it to expose it to the user.

[0125] The publishing terminal 400 and the user terminal 100 output data sent by the server for publishing purposes via screen or speaker output, or transmit it to an external device connected via Bluetooth HTMI, so that the user can identify it.

[0126] Server 200 receives instructions from operator terminal 300 and, based on these instructions, organizes user answers to calculate the composition ratio of options or answers. The composition ratio of answers or options is determined as a percentage, per mille, or per ten thousand.

[0127] For multiple answers received from user terminals, server 200 calculates the number of respondents for each answer and then divides the number of respondents for each answer by the number of users in the composition ratio to calculate the composition ratio of each answer. The users in the composition ratio can be the total number of respondents or the number of users in the composition ratio, etc.

[0128] Server 200 calculates the composition ratio of each answer for multiple answers, and for a question with a correct answer, calculates the composition ratio of answers such as the proportion of people who answered correctly or the proportion of people who answered incorrectly.

[0129] If it is a percentage, then Server 200 is calculated as a value between 0 and 100; if it is a per mille, then the composition ratio is calculated as a value between 0 and 1000.

[0130] Server 200 compares the expected proportion received from each user terminal 100 with the composition ratio calculated by the server. The smaller the difference, the higher the score is judged, and the larger the difference, the lower the score is judged.

[0131] Preferably, server 200 determines user scores based on prescribed rules. Figure 5 This represents a linear method for determining fractions. Preferably, the server has multiple fraction determination algorithms, applicable to different purposes.

[0132] Reference Figure 5This explains how server 200 linearly determines user scores. The composition ratio of the server as the judgment benchmark is 37.2 (540). For user 1, whose input values ​​are below 37.2 for each answer input by user 1, user 2, and user 3, the y value obtained by substituting the expected ratio of user 1's input into x in function 522 is judged as user 1's score. For user 2 and user 3, whose input values ​​are above 37.2, the y values ​​obtained by inputting the values ​​of user 2 and user 3 into x in function 532 are judged as user 2 and user 3's scores.

[0133] Figure 5 In the calculation of the user's expected proportion, the score is 92.8 when the expected proportion is 30% using the 522 function, and 97.2 when the expected proportion is 40% using the 532 function. Furthermore, the score is 87.2 when the expected proportion is 50%, with lower scores for larger discrepancies between the expected proportion and the composition ratio.

[0134] Server 200 provides more favorable results to people with more accurate expected proportions of input composition, in order to distinguish the predictive abilities of multiple participants in the talk game.

[0135] pass Figure 6 The user's judgment score is recalculated. When the user's expected ratio is 30, it is calculated as 74.08 using the 622 function. When the expected ratio is 40, the score is calculated as 96.08, and when the expected ratio is 50, the score is calculated as 18.08.

[0136] exist Figure 6 In this context, the user's expected proportion is determined as a score calculation and... Figure 5 The difference is different for each case. When the difference between the expected proportion and the composition ratio is greater, the score can be calculated as lower. When the difference is greater, the score can be judged to be more significantly reduced.

[0137] When the server performs a judgment, the calculated score can be determined by rounding or removing the decimal point.

[0138] Figure 6 Chart 511, represented by dashed lines, shows the expected values ​​of multiple users' ratings for multiple individuals, corresponding to the x-axis, for the expected proportion.

[0139] Figure 6 The diagram illustrates how the server calculates the expected proportion value for each user using a quadratic function and displays a graph of scores based on these expected values. Graph 611, represented by dashed lines, shows the expected value of the evaluation score for each user's expected proportion.

[0140] Figure 6The server also uses 37.2% of the composition ratio of the answer or option as a benchmark to determine each user's score. Server 200 substitutes the expected ratio of each user into the x-value of function 612 and uses the y-value as the result to determine the user's score.

[0141] The server differentiates and assigns scores based on the difference between each user's expected proportion and the composition proportion. This means that for multiple users who did not accurately guess the composition proportion but guessed a proportion close to the expected proportion, a favorable score is given, and other scores are assigned according to the degree of closeness to the composition proportion.

[0142] Server 200 performs the following steps: it differentiates and judges users by assigning positive or negative values ​​to multiple users whose expected proportions are inaccurate, and assigning different scores when the expected proportions differ from the user composition ratios.

[0143] Another example of a server differentiating scores based on the difference between the composition ratio and the expected ratio is a method of assigning different scores based on the difference in ranking.

[0144] The server ranks users with the same answer based on the differences in expected proportions and composition ratios, and assigns scores by differentiating them according to their rankings.

[0145] The server also assigns scores by setting defined categories using the following methods: Method 1, Method 2, and Method 3. In Method 1, scores are assigned based on the difference between the expected proportion and the composition ratio of users, such as limiting the number of users to 100 or 2000 to assign scores or recognize the correct answer to the corresponding users. In Method 2, users with the same answer are limited to 10% or 20% of the total participants to assign scores or recognize the correct answer. In Method 3, users are limited to 10%, 20%, or 30% of the total participants to assign scores or recognize the correct answer.

[0146] Server 200 can determine scores in the following way: when a user's expected percentage meets the 2% range through other means, 50 points are awarded; for those who meet the 2% range but are within 10%, 40 points are awarded; and for those who meet the 10% range but are within 20%, 20 points are awarded.

[0147] Server 200 can also be designed to address the difference between the composition ratio and the user's expected ratio in the following way: assign 100 points to the first interval within 2%, 80 points to the second interval between 2% and 4%, 50 points to the third interval between 4% and 5%, 60 points to the fourth interval between 5% and 6%, and 40 points to the fifth interval between 6% and 10%.

[0148] In this situation, the scores in the third interval, where the differences are smaller, can be more disadvantageous than those in the fourth interval. The closer the scores are to the scores in most other intervals, the more advantageous they are. Therefore, multiple users need to put in effort to guess the composition ratio as accurately as possible.

[0149] The server only assigns points, recognizes the correct answer, or designates users who input a composition ratio that corresponds to the expected ratio within the range of the correct answer. When the range of the correct answer is determined to be within 5% before and after the composition ratio, only users who input values ​​between 32.2 and 42.2 as the expected ratio are assigned points, or their inputs are treated as correct answers, or they are awarded prizes or designated as winners in a prize draw.

[0150] To enhance the entertainment value of stand-up comedy, Server 200 employs the following concept: the range of correct answers within a "cliff" concept can be used to determine scores. That is, in games requiring more accurate guessing of the composition ratio of a specific answer, if 37.2 is the required ratio, any expected ratio greater than 37.2 is treated as an incorrect answer, assigned a negative score, or eliminated from the game, preventing it from proceeding to the next stage.

[0151] When the server makes judgments using this cliff-like method, people may be more inclined to carefully determine the expected proportion before entering a value to avoid entering a value that is slightly too high. Since people who boldly enter values ​​that are close to the correct answer can get higher scores, this can provide more exciting gamification elements.

[0152] Server 200 selectively applies the cliff approach to each question for users whose input is greater than or less than the expected proportion.

[0153] Typically, the composition ratio used by the server to determine the user's expected proportion is the composition ratio of the user's answers. As mentioned above, the composition ratio value evaluated by each user may change when the user inputs different answers. In this case, the composition ratio is used as the composition ratio of the user's answer and other options to determine the user's expected proportion.

[0154] Users can easily extrapolate the expected proportion based on their chosen answer, but it is difficult to extrapolate the expected proportion based on other answers.

[0155] The server 200 inputs the expected proportion of the user's answer. Based on the composition ratio of the user's answer, it determines the user's expected proportion as a score, or as a correct or incorrect answer, or designates it as a winner or a lottery participant.

[0156] To aid understanding, let's take the number of respondents for each virtual question and answer, and the answer entered by a specific user as examples.

[0157] Question: Choose your favorite letter (options: A, B, C, D).

[0158] Total number of respondents: 100 (User 34's answer: A, User 35's answer: C, User 73's answer: A)

[0159] The number of users for each answer, with the number in parentheses indicating the number of users: A(10), B(30), C(40), D(20)

[0160] In this calculation, there are 100 users whose composition ratios are used. Therefore, when the composition ratio of each answer is divided by 100, it is calculated to be the same value as the number of users who submitted each answer.

[0161] Server 200 uses 10% of the composition ratio of answer A as the judgment criterion for the expected proportion value of user 34, and 40% of the composition ratio of answer C as the judgment criterion composition ratio. The composition ratio of answer C is the evaluation criterion for user 35 who inputs answer C.

[0162] The server determines the expected proportion of users by supporting them to participate in discussions as speakers in groups. It inputs the expected proportion for the corresponding group and compares the expected proportion of multiple users with the composition ratio of the group's answers to make a judgment.

[0163] Correspondingly, the server and client also include a step where the user selects a support group. This can be implemented using a first method and a second method, where the support group is input to the client in the first method, and in the second method, the server allocates talk time for each channel during the talk game and, based on the allocated time, distinguishes support groups for users who answer questions or meet a predetermined ratio.

[0164] The server can further apply this invention in the following ways: calculate the support rate for each group separately, determine the expected proportion of users based on the support rate of the group, and determine the expected proportion of users based on the composition ratio of the answers given by the group.

[0165] The server only considers answers with a composition ratio of 51 as correct or as scoring 100 points for users who entered 51 as the expected proportion. In this case, the probability of guessing the correct answer is 1 in 100. Therefore, most users may experience a sense of failure from answering the question incorrectly or not receiving points, which may discourage people from continuing to participate.

[0166] The server applies a wider range of correct answers to determine the expected proportion of each user as the correct or incorrect answer, in order to identify more users as those who answered correctly or to award points.

[0167] The server determines the user's expected proportion as a score by using a preset range of correct answers, or by receiving the range of correct answers from the operator's terminal.

[0168] When the range of correct answers is set to 10, if the composition ratio used as the evaluation benchmark is 51, then server 200 will identify multiple users with an expected ratio of 41 or higher and 61 or lower as those who provided the correct answers or assign them favorable scores. Thus, people can use their foresight to arrive at more correct answers.

[0169] Server 200 determines users who are within the expected proportion of the correct answer range as advantageous by assigning them scores in a manner that allows assigning scores to users within the expected proportion of the correct answer range of the input composition ratio, without assigning or reducing scores to the remaining users.

[0170] Server 200 calculates and judges scores in the following way: for each user, it calculates the difference between the composition ratio and the expected ratio, assigning a lower score when the difference is larger and a higher score when the difference is smaller.

[0171] For an answer composition ratio of 51, server 200 assigns 100 points to users who input 51 as the expected ratio, 75 points to users who input 56 or 46 as the expected ratio, and 50 points to users who input 61 or 41 as the expected ratio. The values ​​in between are determined by the proportional score.

[0172] Server 200 makes judgments based on a range of correct answers or a range of correct answers specified by the operator's terminal. As a result, the number of people who can provide the correct answers can be adjusted according to the purpose of the game.

[0173] Server 200 can specify the maximum score that can be obtained in each question as 10 points, 100 points, 1000 points, and 10000 points. Whenever a game question is asked, the weighting value can be changed within the score benchmark, the range of correct answers, and the range of correct answers to play the game.

[0174] Preferably, the server 200 makes a judgment by comparing the expected proportion of users received from the user terminal 100 by judging the composition ratio of the answers received from the same user terminal 100.

[0175] In the discussion game, when guessing the composition ratio of a specific answer or option that is not one's own answer, the server 200 accurately displays and publishes the composition ratio that needs to be guessed, and judges the expected proportion of all users as the judgment object by the composition ratio of the specific answer or option.

[0176] Server 200 calculates the composition ratio and evaluates the expected proportion of users by limiting multiple users to objects with specified conditions, such as personal information like user residence, gender, and age, or user experience information like answers entered in a question-asking step.

[0177] In this case, server 200 publishes the corresponding content to user terminal 100 or publishing terminal 400, thereby enabling multiple users to input the expected ratio under the given conditions.

[0178] As the discussion game progresses, it is crucial to encourage those who initially struggle to score to participate and stay involved until the end. Therefore, the server can be configured by gradually increasing the score benchmark, gradually decreasing the range of correct answers, or reversing it as the game progresses. Alternatively, the operator terminal 300 can transmit instructions including additional conditions to the server, which then applies these conditions and proceeds with the game steps based on the received instructions.

[0179] Server 200 conducts discussions through approximately five game steps, with multiple participants offering interactive discussions on various topics.

[0180] Each game step has one or more questions corresponding to the discussion topic. The server continuously executes necessary functions for the game steps, such as question disclosure, opinion reception, opinion announcement, answer reception, expected ratio reception, composition ratio calculation, and expected ratio judgment. When multiple users input answers, expected ratios, opinions, etc., to the user terminal 100, the corresponding data is transmitted to the server 200.

[0181] Server 200, designed for conversational games with a large number of participants, only effectively processes user opinions or answers that are relevant to the corresponding questions. That is, even if a question that should have arrived at the client 10 minutes prior due to network instability or malfunction exists, the conversational game can still proceed with a new question on the current server.

[0182] When server 200 transmits user answers or opinions to other questions, if it treats these as answers or opinions to previous questions and uses them to engage in conversational games, it will provide inaccurate information to the user.

[0183] Server 200 publishes each question to the client by including a series of numbers or unique keys that can identify the question. When the client transmits opinions, answers, or expected proportions, it transmits them to the server in the form of an identification code that includes the question.

[0184] The server only judges or publishes valid content based on user opinions, answers, and expected proportions received from user terminals, thereby preventing user confusion and misjudgments caused by network failures.

[0185] The server selects the ranking of each question based on the score, or in a channel consisting of a discussion, multiple questions are treated as objects, and for each question, the steps of question publication, opinion reception, opinion publication, answer reception, calculation of the composition ratio of the answer and judgment of the expected ratio of multiple users are repeatedly executed. The scores of each user are accumulated, and users are assigned or eliminated, and the user ranking or final survival is calculated.

[0186] The server can choose to use the cumulative score, the top scorer for each question, or select the final winner. The final winner will be determined by the cumulative score and the information will be announced.

[0187] When playing a conversation game involving multiple questions, the server can publish ranking information for each game step, as well as cumulative ranking information. The server can publish data by transmitting it to either the publishing terminal 400 or the user terminal 100, including information such as options, questions, the start and end times of each game step, the progress status of individual game steps, ranking information for each game step, the winner of each game step, the eliminated player for each game step, the composition ratio of each game step, the judgment result of each game step, cumulative ranking, or final ranking.

[0188] The server is configured to automatically conduct multi-step discussion games based on its own conditions, or to receive detailed instructions step by step from the operator's terminal and perform tasks according to the conditions of the specific instructions.

[0189] Server 200 or operator terminal 300 are configured by increasing the score benchmark to 500, 600, 700, 800, etc., based on the number of questions asked. Furthermore, the range of correct answers is reduced to 30%, 20%, 10%, 5%, etc., based on the number of questions asked.

[0190] The operator terminal 300 transmits a judgment instruction to the server, including the baseline score and the range of correct answers for each instance, or transmits the overall baseline score and the range of correct answers to the server together with the number of times so that the server can make a judgment based on the number of times.

[0191] The server can be designed to perform some or all of the following automatically: receive instructions from the operator's terminal in intervals and open and close activities in a manner corresponding to each instruction; transmit questions to the user terminal; or send user opinions received from the user terminal to the publishing terminal 400 or user terminal 100 in accordance with the publishing instructions and publish them.

[0192] The server also receives and stores additional user information or user terminal information from each user terminal. This information may include personal information such as the user's age, affiliation, surname, birthday, and address, or location information or the user terminal's URL.

[0193] To ensure continued user access, the server receives user identification numbers such as usernames and passwords from user terminals, stores them in storage devices or database modules, and manages them. The server also receives additional personal information from users, such as age, gender, hometown, school, grades, and interests, records it in storage devices, and manages it accordingly.

[0194] The server provides a login process that verifies the user's identity using their identification number and password, and accumulates the user's feedback or activity information to apply to the calculation of the predicted proportion.

[0195] The server can set up channels or bulletin boards related to conversation games, allowing users to exchange opinions on relevant topics when not playing conversation games.

[0196] The server has the ability to schedule and publish information in a way that allows for the periodic provision of multiple chat channels, and to receive information related to user-preferred channels through announcements, push notifications, text messages, and other reminders.

[0197] Preferably, the information required for the user's joining and login is transmitted to the server, or the user's permissions are used when logging in.

[0198] The server can divide users into multiple groups as needed. Each group's score is determined by factors such as the number of correct answers or the total score earned by its users. Finally, the server calculates and publishes the rankings for each group.

[0199] When calculating the composition ratio used to determine the expected proportion of users, the server limits the group or region, and calculates the composition ratio for only users with corresponding items. This can then be used to determine the expected proportion of multiple users.

[0200] The server can launch a talk game where multiple users participating in the game choose between Yoo Jae-suk's group and Haha's group, and send questions to the user terminals of 100,000 users. The overall users need to guess the composition ratio of the answers of the users belonging to Yoo Jae-suk's group.

[0201] Server 200 simultaneously operates multiple channels, with each channel supporting various chat games for multiple users.

[0202] Preferably, in order to operate a channel-separated talk game, the server 200 can make each channel correspond to a separate console, and multiple users can participate in the talk game by being included in only one channel at a time.

[0203] Server 200 allows multiple chat games to be played on various channels. This is achieved by setting up individual usernames based on the chat game content, separating multiple users by channel username, and conducting chat games consisting of individual questions.

[0204] When multiple talk games are conducted branching through channels, server 200 can transmit talk game-related information to user terminals in a manner that allows multiple users to select a talk game to participate in. This talk game-related information may include details such as the number of participating users, the average number of respondents, channel usernames, talk game titles, operators, performers, groups, and prizes.

[0205] When the server receives information about a user's willingness to participate, including the user's channel username, from the user's terminal, it assigns the channel username to the user's terminal and receives opinions, answers, expected proportions, etc., for each game step related to the talk game of the corresponding channel to perform the entire talk show function, such as evaluating multiple users.

[0206] The user terminal receives information from the server regarding the channel for each talk game and outputs it to the display. When the user needs to enter a channel, the terminal sends an instruction to the server to enter the channel, referring to the corresponding username.

[0207] Server 200 analyzes user opinions to calculate predicted proportions or categorizes user opinions into multiple groups. Server 200 can use artificial intelligence techniques such as unsupervised learning to categorize user opinions.

[0208] Server 200 can categorize user opinions based on the answer, including words similar to the answer or based on the answer's volume and content, using artificial intelligence methods such as unsupervised learning to classify opinions into groups such as for, against, or neutral.

[0209] Server 200 categorizes user opinions into multiple groups, and identifies a portion of the opinions corresponding to each group as representative opinions and publishes them. In this case, server 200 selects opinions that do not contain vulgar language and can clearly describe the characteristics of the clearly categorized group.

[0210] Server 200 has the function of enabling operating terminal 300 to publish according to the publishing instruction.

[0211] When the server 200 publishes user opinions, it provides opinions to the operation terminal 300 and then publishes the opinion data with the publication request of the operation terminal based on the operator's judgment.

[0212] Server 200 calculates the distribution data for the expected proportion of each user. It calculates the number of users who responded for each expected proportion to construct the distribution data in the form of charts or permutations.

[0213] When server 200 calculates distribution data related to the expected proportion, the distribution data can be obtained by calculating the number of users corresponding to each difference between the expected proportion and the composition ratio.

[0214] Server 200 transmits distribution data to publishing terminal 400 or multiple user terminals 100 for publishing purposes.

[0215] User terminal 100 or publishing terminal 400 receives the distribution data from the server and outputs it by converting it into distribution charts, etc.

[0216] When determining representative opinions from user comments, server 200 checks the accuracy of spelling or meaning, and whether there is any vulgar language, among other factors. Server 200 can then publish these representative opinions, allowing multiple people to view them simultaneously.

[0217] Server 200 transmits data for publication purposes based on the user's participation history, personal information, or group information.

[0218] When the server analyzes user opinions using artificial intelligence methods to calculate the predicted proportion, the artificial intelligence (AI) function has the ability to judge the opinion data received from the user terminal as positive or negative, etc., according to the user unit.

[0219] In order to use artificial intelligence (AI) to calculate and predict proportions through machine learning, the server converts user opinion data into text when it is not text, and analyzes the structural elements of the steps to judge the form and meaning of the text data. After a preprocessing process for learning, the server completes the function by learning from the data.

[0220] Server 200 uses artificial intelligence functions that employ data to calculate predicted proportions. The learning methods include supervised learning, unsupervised learning, and reinforcement learning. The required learning method is used based on the purpose and detailed background of determining the predicted proportion.

[0221] After learning through artificial intelligence, server 200 determines what kind of feeling the user who expressed the opinion data was telling, and calculates the predicted proportion by taking the entire user participating in the conversation game or the user as part of the composition ratio calculation object.

[0222] Server 200 publishes the opinions of specific users during game steps, receives additional opinions from multiple users to determine whether they are positive or negative, and calculates the degree of preference of multiple users for the specific user.

[0223] In this case, the conversation game can be conducted by replacing the composition ratio of preference with the composition ratio of user answers corresponding to the preference to determine the user's expected proportion.

[0224] The server also includes steps for starting and ending activity on a specific channel. The steps for starting activity on a specific channel include an announcement step that notifies multiple user terminals to begin new channel activity.

[0225] The server receives information from user terminals, including users' willingness to participate in channel activities, maintains the connection between the user terminals of participating users and TCP, UDP, etc., and quickly transmits data.

[0226] The server can set a user limit for a channel. When the number of users exceeding the limit is reached, the server sends a notification to new users who wish to join that they are unable to enter the channel.

[0227] The server can repeatedly perform the following steps: targeting multiple users participating in a specific channel, posting questions on multiple conversation topics, receiving questions or opinions, sharing opinions, receiving the expected proportion, and calculating the composition ratio to determine the expected proportion.

[0228] The server will use users participating in the channel to play games on multiple prepared conversation topics and finally determine the rankings to announce, or announce the winners of the prizes.

[0229] The server also adds a step to end channel activity.

[0230] The server announces its closure to prevent multiple users from further accessing the terminated channel, or to delete and announce the channel from the directory of currently opened channels. This includes methods such as disconnecting connections to multiple users associated with the operation of TCP or UDP channels, or sending a signal to disconnect user terminals.

[0231] The server calculates the predicted proportion of people's positive or negative opinions based on the options and transmits or publishes it to the operator's terminal 300.

[0232] Additionally, server 200 collects opinions from unspecified individuals uploaded to SNS or the Internet related to topics of conversation, categorizes and analyzes user opinions for each option or answer before publishing them.

[0233] Server 200 has the steps to publish data that needs to be published. When publishing data on the server, data that needs to be communicated to multiple users is transmitted to multiple user terminals or publishing terminals.

[0234] Server 200 needs to implement the following steps: publish a question in response to a challenge; receive and publish feedback; receive answers and expected ratios; end receiving answers and expected ratios; calculate the composition ratio of the answers to determine the user's expected ratio.

[0235] The server has a filtering function that uses artificial intelligence to determine whether user comments contain inappropriate social behavior and filters them to prevent them from being published to others. Even without artificial intelligence, the server will perform its own filtering process when prohibited words are included.

[0236] The server is additionally configured with the following functions: it publishes questions asking users to predict the expected proportions calculated by artificial intelligence methods or by guessing the composition ratio of the results of a completed survey with specific questions, and judges the user's expected proportions as predicted proportions, and reflects or uses the judgment results in the conversation game.

[0237] The server filters representative comments from multiple users' opinions or data collected from the internet and publishes them or transmits them as recommended articles to the operator's terminal.

[0238] Preferably, the server uses artificial intelligence to learn and select recommended articles. It analyzes the opinions of numerous users and selects articles that support or oppose each option, prioritizing articles that are correctly spelled, non-aggressive, and free of vulgar content.

[0239] The operator terminal provides an input unit, allowing operators to select which recommended articles to publish, and enabling operators to publish recommended articles with published instructions via the server.

[0240] When servers collect data from portals, news websites, blogs, social networking sites, etc., which exist as network points, they can collect data periodically or irregularly by using network data collection agents such as robot proxies.

[0241] Industrial availability

[0242] The technology of this invention can be used in talk show programs and activities with large user participation, assuming that a large number of smartphone users can actively exchange opinions through interaction. For many years, the applicant has provided platforms for the program industry, such as EBS and KBS, using interactive program technology based on precise technology that accurately supports program scheduling, the audience's network environment, and technology that considers server performance and network conditions. When the technology of this invention is applied to the corresponding platform, it is expected to achieve even greater industrial results.

Claims

1. An interactive conversation game method, utilizing an online activity involving multiple users on a user terminal, characterized in that, Includes the following steps: The server displays a question with multiple options; The user terminal or the publishing terminal receives the question from the server; The user terminal or the publishing terminal outputs the question; The user terminal transmits the user's input to the server; The user terminal transmits the expected proportion input by the user to the server; The user terminal transmits the answers entered by the user to the server; The server receives and publishes the opinions expressed. The server receives the answer from multiple user terminals; The server receives the expected ratio from multiple user terminals; The server calculates the composition ratio of answers from multiple users; The server compares the expected proportion of each user with the composition ratio of the answers, divides the users based on the difference between the expected proportion and the composition ratio, determines the score, and publishes the determination results. as well as The server reflects the judgment result in the user ranking and publishes the ranking information. The server determines each user's expected proportion as a score through the following steps: users whose expected proportion of answers is close to the expected proportion of the answer have an advantage.

2. The interactive conversation game method according to claim 1, characterized in that, The server determines the user's expected proportion by using at least one of the following methods: a first method, a second method, and a third method. In the first method, the range of correct answers is used to determine whether the user's expected proportion is a correct or incorrect answer. In the second method, the range of correct answers is used to calculate the score of the expected proportion. In the third method, the user is used as a lottery participant.

3. The interactive conversation game method according to claim 1, characterized in that, The server repeatedly performs game steps for multiple questions, including question announcement, opinion reception, opinion announcement, answer reception, calculation of the composition ratio of the answer, and judgment of the expected ratio. The interactive conversation game method also includes the following steps: The server starts a new game for multiple users. Accumulate each user's score to calculate the user's ranking; The server publishes the final ranking information; as well as The server terminated the game.

4. The interactive conversation game method according to claim 2, characterized in that, It also includes the following step: the server conducts a lottery among multiple users who answered the composition ratio of the answer and the expected ratio within the range of correct answers.

5. The interactive conversation game method according to claim 1, characterized in that, The steps for the server to classify and determine the score of the user's expected proportion are as follows: for the difference between the user's expected proportion and the composition ratio, the smaller the difference, the higher the score is determined, and the larger the difference, the lower the score is determined.

6. The interactive conversation game method according to claim 1, characterized in that, It also includes the following steps: The server analyzes user opinions to calculate the prediction ratio; and The predicted proportions will be announced.

7. The interactive conversation game method according to claim 6, characterized in that, The steps for the server to analyze user opinions to calculate the predicted ratio are as follows: the predicted ratio is calculated by analyzing the opinions of users participating in the conversation game using artificial intelligence.

8. The interactive conversation game method according to claim 1, characterized in that, It also includes the following steps: the server categorizes multiple user opinions into multiple opinion groups, identifies a portion of the opinions corresponding to an opinion group as the representative opinions of the opinion group, and publishes them.

9. The interactive conversation game method according to claim 1, characterized in that, The expected proportion for each user is the expected proportion of their answers. The steps for the server to determine the expected proportion of a user are as follows: compare the expected proportion of each user with the composition ratio of each user's answer to make the judgment.

10. An interactive conversation game system, in which multiple users participate online using user terminals, characterized in that, include: The user terminal connects to the server via a network unit, receives a question with multiple options from the server, receives user feedback, outputs the question and the user feedback, transmits the user-inputted feedback to the server, transmits the user-inputted answer to the server, and transmits the user-inputted expected ratio to the server. as well as The server transmits a question with multiple options to the user terminal, receives opinions from the user terminal and publishes them to the user terminal or the publishing terminal, receives user answers from multiple user terminals to calculate the composition ratio of the answers, receives the user's expected ratio from the user terminal, and the smaller the difference between the user's expected ratio and the composition ratio, the more advantageous the score is used to determine the user's expected ratio.

11. The interactive conversation game system according to claim 10, characterized in that, The server is configured to start a conversation game, conduct multiple conversation game steps with multiple users as participants, calculate and announce the final ranking, and then end the conversation game.

12. The interactive conversation game system according to claim 10, characterized in that, It also includes a publishing terminal, which connects to the server via a network unit, receives publishing data from the server, and publishes it. The server transmits publication data, including questions and opinions, to the publishing terminals.

13. The interactive conversation game system according to claim 10, characterized in that, It also includes an operator terminal, which connects to the server via a network unit to transmit commands for executing the interactive game. The server receives and executes instructions related to the operation of the talk game from the operator's terminal.

14. An interactive conversation game method, utilizing an online activity in which multiple users on a user terminal participate simultaneously, characterized in that, Includes the following steps: The server sends a query to the user terminal or the publishing terminal to request the expected proportion of the query. The user terminal or the publishing terminal receives the question from the server and outputs it. The user terminal transmits the user's input to the server; The user terminal transmits the expected proportion input by the user to the server; The server receives feedback from the user's terminal; The server publishes the aforementioned opinions; The smaller the difference between the composition ratio of the answer and the user's expected ratio, the higher the score the server will give to determine the user's expected ratio and publish the result. as well as The server reflects the judgment result in the user ranking and publishes the ranking information.

15. The interactive conversation game method according to claim 14, characterized in that, The server repeatedly asks questions to multiple users, receives and publishes user feedback, and uses the expected proportion of feedback to make a judgment in the game process. The interactive conversation game method also includes the following steps: The server has started operating; The server has ended its activity; and The server has released the final ranking information.

Citation Information

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