Apparatus and method for providing game waiting time

By calculating matching probabilities using historical data, the method provides accurate waiting time information, enhancing user experience in game services by reducing uncertainty and frustration.

JP7832258B2Active Publication Date: 2026-03-17NEXON CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-16
Publication Date
2026-03-17

AI Technical Summary

Technical Problem

Existing game services lack accuracy in predicting waiting times for game matching, leading to user dissatisfaction due to unpredictable and often lengthy waiting periods.

Method used

A method and apparatus that utilize historical data to calculate matching possibilities for each waiting time, providing users with more accurate waiting time information through a game service interface.

Benefits of technology

Enhances user convenience by offering precise waiting time and matching probability estimates based on historical data analysis, improving the gaming experience by reducing uncertainty and frustration.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a device and a method for providing a game waiting time.SOLUTION: A method for providing a game service includes the steps of: receiving an input signal for performing game matching; acquiring multiple pieces of history data including information related to a waiting time for the game matching; calculating a matching possibility for each waiting time based on the multiple pieces of history data; and providing a response to the input signal based on the matching possibility for each waiting time, the response to the input signal including at least one matching possibility for performing the game matching.SELECTED DRAWING: Figure 2
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Description

Technical Field

[0001] The present invention relates to an apparatus and method for providing a game waiting time to a user in an electronic device. More specifically, the present disclosure relates to an apparatus and method for calculating matching possibilities by waiting time based on game history data and providing a game waiting time.

Background Art

[0002] Recently, many games of various genres have been developed, and due to the development of the network environment, various services related to games are provided. As many games of various genres are developed and the devices for using games also develop, the number of users using games is increasing.

[0003] As the number of game users increases and the game environment becomes complex, users often wait to use game services. When multiple game users desire to connect to a game simultaneously, matching between users must be performed in order to conduct a game match. Game users have been provided with information related to the waiting time for conducting a game match, such as the predicted game waiting time or the game waiting order.

[0004] When only the predicted game waiting time is displayed, there is a problem that the accuracy decreases. When using the waiting order, since the waiting time cannot be predicted, users receive the recognition that the matching waiting time is long. Accordingly, there is a need for a method of providing waiting time information for conducting a game match by a more accurate method.

Summary of the Invention

Problems to be Solved by the Invention

[0005] The problem that this invention aims to solve is to provide a device and method for providing matching possibilities for game matching in a game service, which calculates matching possibilities for each waiting time based on multiple historical data. [Means for solving the problem]

[0006] A method for providing a game service to a user according to one embodiment of the present disclosure may receive an input signal for game matching. In one embodiment, the method may acquire a plurality of historical data, including information relating to the waiting time for game matching. In one embodiment, the method may calculate matching possibilities for each waiting time based on the plurality of historical data. In one embodiment, the method provides a response to an input signal based on the matching possibilities for each waiting time, the response to the input signal also includes at least one matching possibility for game matching.

[0007] An apparatus for providing a game service to a user, according to one embodiment of the present disclosure, also includes a memory for storing at least one instruction word, and at least one processor for executing the at least one instruction word stored in the memory. In one embodiment, at least one processor may receive an input signal for performing game matching. In one embodiment, at least one processor may acquire a plurality of historical data, including information relating to waiting times for game matching. In one embodiment, at least one processor may calculate matching possibilities for each waiting time based on the plurality of historical data. In one embodiment, at least one processor provides a response to an input signal based on matching possibilities for each waiting time, the response to the input signal also includes at least one matching possibility for performing game matching.

[0008] A server providing game services to a user according to one embodiment of the present disclosure also includes a memory for storing at least one instruction word and at least one processor for executing the at least one instruction word stored in the memory. In one embodiment, at least one processor may receive an input signal for game matching. In one embodiment, at least one processor may acquire a plurality of historical data, including information relating to waiting times for game matching. In one embodiment, at least one processor may calculate matching possibilities for each waiting time based on the plurality of historical data. In one embodiment, at least one processor may provide a response to an input signal based on matching possibilities for each waiting time, the response to the input signal may also include at least one matching possibility for game matching.

[0009] A user terminal that provides a game service to a user according to one embodiment of the present disclosure also includes a memory for storing at least one instruction word and at least one processor for executing the at least one instruction word stored in the memory. In one embodiment, at least one processor may receive an input signal for performing game matching. In one embodiment, at least one processor may acquire a plurality of historical data, which include information relating to the waiting time for game matching. In one embodiment, at least one processor may calculate the matching possibility for each waiting time based on the plurality of historical data. In one embodiment, at least one processor provides a response to an input signal based on the matching possibility for each waiting time, the response to the input signal also includes at least one matching possibility for performing game matching.

[0010] At least one of the methods for providing a game service according to one embodiment of the present disclosure may be embodied in a computer program stored on a medium for execution in conjunction with hardware.

[0011] One embodiment of the method of providing a game service may be provided by a computer-readable recording medium containing a program that runs on a computer. [Effects of the Invention]

[0012] Through one embodiment of the present disclosure, a user may be provided with a game service. Furthermore, the embodiment of the present disclosure may guide the user to use the game service more conveniently by providing matching possibilities based on matching possibilities for each waiting time calculated based on multiple historical data. [Brief explanation of the drawing]

[0013] [Figure 1] This is a diagram illustrating a system including an electronic device, a server, and a user terminal according to one embodiment of the present disclosure. [Figure 2] This figure illustrates a method for providing game waiting time according to one embodiment of the present disclosure. [Figure 3] This is a flowchart illustrating a method for providing game waiting time according to one embodiment of the present disclosure. [Figure 4] This figure illustrates a method for calculating matching probability based on waiting time according to one embodiment of the present disclosure. [Figure 5] This figure illustrates an example of providing waiting time and matching possibilities according to one embodiment of the present disclosure. [Figure 6] This figure illustrates a method for providing game waiting times using user-related information, according to one embodiment of the present disclosure. [Figure 7] This figure illustrates an example of providing game waiting time according to one embodiment of the present disclosure. [Figure 8] This figure illustrates a method for providing game waiting time when an outlier occurs, according to one embodiment of the present disclosure. [Figure 9]This is a block diagram illustrating the configuration of a game provisioning device according to one embodiment of the present disclosure. [Figure 10] This is a block diagram illustrating the configuration of a server according to one embodiment of the present disclosure. [Figure 11] This is a block diagram illustrating the configuration of a user terminal according to one embodiment of the present disclosure. [Modes for carrying out the invention]

[0014] The following describes exemplary embodiments of the present invention in detail, with reference to the attached drawings. Furthermore, the method of configuring and using an electronic device according to an embodiment of the present invention will be described in detail, with reference to the attached drawings. The same reference numerals or symbols shown in each drawing indicate parts or components that perform substantially the same function.

[0015] Terms including ordinal numbers, such as "First" and "Second," may be used to describe a variety of components, but these components are not limited by the terminology. The terminology is used solely for the purpose of distinguishing one component from others. For example, without exceeding the scope of the present invention, the first component may be named the second component, and similarly, the second component may also be named the first component. The term "and / or" includes a combination of multiple related items, or any one of multiple related items.

[0016] The terms used herein are for the purpose of describing these embodiments and are not intended to limit and / or restrict the invention. Singular expressions include plural expressions unless the context explicitly means only singular expressions. In this application, terms such as “includes” or “having” should be understood to indicate the existence of features, numbers, stages, operations, components, parts, or combinations thereof described in the specification, and not to preemptively exclude the possibility of the existence or addition of one or more other features, numbers, stages, operations, components, parts, or combinations thereof.

[0017] Throughout the specification, when a part is said to be connected to another part, it includes not only the case where it is directly connected but also the case where it is electrically connected with other elements interposed therebetween. Also, when a part is said to include a certain component, it means that, unless otherwise specified to the contrary, it does not exclude other components but may further include other components. Further, terms such as “… part” and “module” described in the specification mean a unit that processes at least one function or operation, which may be embodied by hardware or software, or by a combination of hardware and software.

[0018] In the following disclosure, “history data” may mean data generated when a plurality of users utilize a game service.

[0019] In the following disclosure, “matching possibility” may mean the possibility that a user waiting for game matching succeeds in game matching.

[0020] In the following disclosure, “user rank” may mean a rank based on wins and losses among a plurality of users based on game matching history.

[0021] In the following disclosure, “user win rate” may mean the probability of victory based on wins and losses of a user based on game matching history.

[0022] In the following disclosure, “progress bar” may mean a graphical user interface indicating the progress rate of work. Or, in the present disclosure, “progress bar” may mean a graphical user interface indicating the matching possibility.

[0023] In the following disclosure, “outlier” may mean a value outside the observed data range. In the present disclosure, “outlier” may mean data not present in the history data or a data value exceeding 100% possibility.

[0024] In the following disclosure, the provision of a user interface by a game provider may mean either providing the user interface through a user interface included in the game provision itself, or providing the user interface through the user's electronic device connected to the game provider.

[0025] In the following disclosure, the meaning of "server controlling user terminal" may mean that the server communicates with the user terminal to control the output of the user terminal (all output devices on the user terminal, such as screen displays, sound outputs, vibration outputs, and lamp illumination), and that the user terminal provides data to perform pre-configured operations. It goes without saying that the user terminal can also use pre-stored data to control its output, but is not necessarily limited to the examples described above.

[0026] In the following disclosure, the meaning of sending and receiving information and data with a user (or user account) may mean sending and receiving information and data with a game provisioning device that corresponds to or is linked to the user (or user account), but is not necessarily limited to the examples given above.

[0027] Figure 1 is a diagram illustrating a system including a game provisioning device, a server, and a user terminal according to one embodiment of the present disclosure.

[0028] Referring to Figure 1, the system 100 of this disclosure also includes a server 170 and at least one user terminal 110 to 160. The server 170 can provide a variety of online activities over a network. The server 170 can simultaneously provide online activities to at least one user terminal 110 to 160. In one embodiment, the server 170 can provide game services to users for a variety of online activities over a network.

[0029] According to one embodiment of this disclosure, at least one terminal 110 to 160 may include, but is not limited to, a personal computer (PC) 110, a tablet 120, a cellular phone 130, a notebook computer 140, a smartphone 150, or a television 160, as well as a variety of electronic devices such as a personal digital assistant (PDA), a portable multimedia player (PMP), a navigation system, an MP3 player, or a digital camera. In one embodiment, at least one user terminal 110 to 160 may mean a game provisioning device.

[0030] According to one embodiment of this disclosure, Server 170 may include, but is not limited to, a single server, a collection of servers, or a cloud server. Server 170 may also include a database that provides various online activities and stores data for those online activities. Server 170 may also include a payment server that generates and processes payment events. Server 170 may also provide game services to users. Server 170 may provide users with information relating to waiting times for game matching. Server 170 may calculate matching probabilities for each waiting time based on multiple historical data, including information relating to waiting times for game matching. Based on the calculated matching probabilities for each waiting time, Server 170 may provide users with an estimated waiting time and the matching probabilities corresponding to that waiting time.

[0031] In one embodiment, a program for servicing a game may be run on server 170. Various embodiments of the present disclosure, described later, may be implemented within the program for servicing the game service, or through a separate program.

[0032] According to one embodiment of the present disclosure, "network" means a connection established or formed using all communication methods, and may mean a communication network connected via all communication methods for sending and receiving data between terminals or between terminals and servers.

[0033] In one embodiment, "all communication methods" also includes all communication methods such as communication via a pre-defined communication standard, a pre-defined frequency band, a pre-defined protocol, or a pre-defined channel. For example, Bluetooth, BLE (Bluetooth Low Energy), Wi-Fi (Wireless Fidelity), Zigbee, 3G (3 rd generation), LTE (long term evolution), NR (new radio), 6G (6 th This includes communication methods via ultrasound (generation), but also encompasses short-range communication, long-range communication, wireless communication, and wired communication. It goes without saying that the communication methods are not limited to the examples given above.

[0034] According to one embodiment of the present disclosure, a near-field communication method may mean a communication method that performs communication when the communicating devices (terminals or servers) are within a predetermined range. For example, the near-field communication method may include, but is not limited to, Bluetooth, NFC (near-field communication), etc.

[0035] According to one embodiment of this disclosure, a long-range communication method may mean a communication method in which communicating devices (terminals or servers) communicate regardless of distance. For example, the long-range communication method means a method in which two devices communicating via a relay such as an access point (AP) can communicate even when they are more than a predetermined distance apart, and includes, but is not limited to, communication methods using cellular networks (e.g., 3G, LTE, NR, 6G) such as short message service (SMS) and telephone. In one embodiment, the meaning of providing online activities using a network also includes the meaning that communication between a server and a terminal can take place via all communication methods.

[0036] According to one embodiment of this disclosure, online activities include, but are not limited to, online games, portal services, and social networking services (SNS). Furthermore, online games include a variety of genres such as sports, MMORPGs, AOS, FPS, TCGs, and CCGs. While online games refer to games played between users, they may also refer to games played between users and computers (e.g., AI (artificial intelligence)). It goes without saying that the form of online games is not limited to the examples given above.

[0037] According to one embodiment of the present disclosure, a game provider may receive an input signal from a user for game matching. The game provider provides a response to the input signal, which also includes matching possibilities for game matching. The matching possibilities for game matching may be determined based on matching possibilities for each waiting time calculated based on a plurality of historical data. In one embodiment, the plurality of historical data also include user-related information.

[0038] In one embodiment, the game provider can obtain ascending data by rearranging information related to the waiting time for game matching contained in a plurality of history data according to the waiting time order. Based on the ascending data, the game provider can calculate the matching probability for each waiting time.

[0039] According to one embodiment of the present disclosure, a game provider may provide a user with a waiting time and a matching possibility corresponding to that waiting time, based on matching possibilities for each waiting time. In one embodiment, the game provider may provide a user with at least one pre-configured matching possibility and a corresponding waiting time. In one embodiment, the game provider may provide a user with an elapsed time and a matching possibility corresponding to that elapsed time. In one embodiment, the game provider may use a process bar to provide a user with a waiting time and a matching possibility.

[0040] The specific method by which the game provisioning device provides game services is explained below in Figure 2 and subsequent figures.

[0041] Figure 2 is a diagram illustrating a method for providing game waiting time according to one embodiment of the present disclosure.

[0042] Referring to Figure 2, the game provider can provide the user with game waiting time. In one embodiment, the game provider can calculate the matching probability for each waiting time based on historical data related to game matching, and provide the user with the game waiting time and the matching probability corresponding to that waiting time.

[0043] In one embodiment, the game provider may receive an input signal from a user for performing game matching. This input signal for game matching may be received via an interface that receives input indicating whether or not to perform game matching.

[0044] In one embodiment, the game provider can obtain multiple game matching history data 210a, 210b, and 210c from multiple users. The game matching history data 210a, 210b, and 210c may represent data related to the game or users obtained by multiple users playing the game. The game matching history data 210a, 210b, and 210c may also include information related to the waiting time for game matching. Furthermore, the game matching history data 210a, 210b, and 210c may also include information related to multiple users. In one embodiment, the game matching history data 210a, 210b, and 210c may also include information related to the waiting time for multiple users to successfully match with a game, but the information included in the game matching history data 210a, 210b, and 210c is not limited to the examples given above.

[0045] In one embodiment, the game provider can calculate the matching probability 220 for each waiting time based on N game matching history data 210a, 210b, 210c. In one embodiment, the matching probability 220 for each waiting time may represent the probability that the user will succeed in game matching based on the expected waiting time.

[0046] In one embodiment, the game provider can rearrange N game matching history data 210a, 210b, and 210c in ascending order and calculate the matching probability 220 for each waiting time. The specific method for calculating the matching probability 220 for each waiting time will be explained below in Figure 4.

[0047] In one embodiment, the game provider can calculate the matching probability 220 for each waiting time in a different manner for each user, based on user-related information contained in N game matching history data 210a, 210b, and 210c. A specific method for calculating the matching probability 220 for each waiting time using user-related information will be explained below in Figure 6.

[0048] In one embodiment, if a user waits for more than the maximum waiting time among N game matching history data 210a, 210b, 210c, the game provider may request a response from the user regarding whether or not to operate the waiting stage for game matching. Based on the user's response, the game provider may recalculate the matching probability 220 for each waiting time. The specific method will be explained below in Figure 8.

[0049] In one embodiment, the game providing device may provide the user with at least one waiting time 230 and a corresponding matching possibility 240 for game matching, based on matching possibilities 220 for each waiting time. The game providing device may provide a plurality of waiting times and matching possibilities corresponding to each waiting time.

[0050] In one embodiment, the game provider may provide an elapsed time 250 after receiving an input signal from the user for game matching. In another embodiment, the game provider may provide matching possibilities based on the elapsed time.

[0051] The specific methods for providing users with waiting times for game matchmaking and the corresponding matchmaking possibilities are explained below in Figures 6 and 8.

[0052] Figure 3 is a flowchart illustrating a method for providing game waiting time according to one embodiment of the present disclosure.

[0053] At stage S310, the game provider can receive input signals for game matching.

[0054] In one embodiment, the game provider may provide the user with an interface to input whether or not to perform game matching. The game provider may use the interface to receive an input signal from the user regarding whether or not to perform game matching. After receiving the input signal from the user, the game provider may measure the elapsed time.

[0055] In one embodiment, after providing a response to an input signal (S340), the game provider may receive an input signal from the user again regarding whether or not to operate a waiting phase for game matching when certain conditions are met. The specific details are explained below in Figure 8.

[0056] At stage S320, the game provider can acquire multiple historical data points, including information related to the waiting time for game matching.

[0057] In one embodiment, the information relating to the waiting time for game matching includes, but is not limited to, the waiting time spent waiting for game matching to occur when multiple users perform multiple game matchings.

[0058] In one embodiment, multiple historical data may mean data acquired by multiple users performing multiple game matches. Multiple historical data may also include, but are not limited to, game or user-related information acquired by multiple users performing game matches. Such user-related information may also include, but are not limited to, each user's rank or user win rate.

[0059] In one embodiment, the game provider can classify and acquire multiple historical data based on user-related information. For example, the game provider can classify and acquire only the historical data of users whose win rate falls within a pre-set error range of that win rate.

[0060] At stage S330, the game provider can calculate the matching probability for each waiting time based on multiple historical data points.

[0061] In one embodiment, matching possibilities by waiting time may mean the waiting time for game matching and the matching possibilities corresponding to said waiting time. In one embodiment, matching possibilities by waiting time may mean the matching possibilities corresponding to the time (e.g., elapsed time) the user waited after the game provider received the input signal for game matching.

[0062] In one embodiment, the game provider can obtain data in which information related to waiting times for game matching is rearranged in ascending order based on a plurality of historical data points, according to the waiting time order. The game provider can then calculate the matching possibility corresponding to the rank in which each waiting time is located in the ascending order data. The specific method will be explained below in Figure 4.

[0063] In one embodiment, the game provider can calculate the probability of matching based on waiting time, using user-related information contained in multiple historical data. The game provider can determine a pool for game matching with a user based on the user's rank or win rate, and can calculate the probability of matching based on waiting time, using information related to waiting time contained in the historical information of users belonging to that pool.

[0064] For example, if a game provider inputs a game matching input signal and the win rate of the user who inputs it is 75%, the device can calculate the probability of matching based on the waiting time, using the historical data of users with a win rate of 60-80% among multiple users.

[0065] In one embodiment, if the rank of the user who inputs the input signal for game matching is "A", the game provider can calculate the matching probability for each waiting time based on the history data of the user with the "A" rank among multiple users.

[0066] The method for calculating matching probability based on waiting time using user-related information is explained in detail in Figure 6.

[0067] At stage S340, the game provider may provide a response to the input signal based on matching possibilities for each waiting time.

[0068] In one embodiment, the response to an input signal also includes at least one matching possibility for game matching. The game provider can provide the user with at least one waiting time for game matching, and a matching possibility corresponding to at least one waiting time.

[0069] In one embodiment, the response to an input signal also includes at least one pre-set matching possibility and its corresponding waiting time. The at least one pre-set matching possibility may represent a specific percentile (e.g., 25%, 70%). In one embodiment, if there is no waiting time corresponding to a specific percentile, the game provider may provide the waiting time closest to that percentile. For example, if a waiting time with a matching possibility of 70% is not included in the matching possibility information for each waiting time calculated by the game provider, the provider may provide the closest matching possibility (e.g., 75%) and its corresponding waiting time.

[0070] In one embodiment, the response to an input signal also includes the elapsed time since receiving the input signal for game matching from the user, and the matching probability corresponding to that elapsed time. For example, the game provider may provide the elapsed time and the matching probability corresponding to that elapsed time in Arabic numerals (e.g., the elapsed time is 68 seconds, and the corresponding matching probability is 50%). In one embodiment, the game provider may use a process bar to display the current elapsed time and the matching probability corresponding to that elapsed time. A detailed explanation follows in Figure 7.

[0071] In one embodiment, the game provider may recalculate the matching probability for each waiting time if the elapsed time is greater than or equal to a pre-set critical value. For example, the pre-set critical value may be a specific number of seconds (sec). Alternatively, the pre-set critical value may represent the maximum waiting time among multiple historical data.

[0072] In one embodiment, if the user's waiting time is greater than or equal to the maximum waiting time included in multiple historical data, the game provider may request a response from the user regarding whether or not to operate the waiting phase for game matching. Based on the user's response, the game provider may recalculate the matching probability for each waiting time. The specific method is explained below in Figure 8.

[0073] Figure 4 is a diagram illustrating a method for calculating matching probability based on waiting time according to one embodiment of the present disclosure.

[0074] As shown in Figure 4, the game provider can use the waiting time for game matching included in multiple game matching data to calculate the matching probability for each waiting time.

[0075] In one embodiment of this disclosure, the multiple game matching history data 410a, 410b, 410c, and 410d also include game or user-related information acquired by multiple users playing the game. In one embodiment, the multiple game matching history data 410a, 410b, 410c, and 410d also include waiting time spent by users waiting to perform game matching. For example, the waiting time included in the history data 410a for game matching 1 is 30 seconds, the waiting time included in the history data 410b for game matching 2 is 28 seconds, the waiting time included in the history data 410c for game matching 3 is 56 seconds, and the waiting time included in the history data 410d for game matching N is 48 seconds.

[0076] In one embodiment, the game provider can obtain ascending order data 420 by rearranging a plurality of game matching history data 410a, 410b, 410c, and 410d in ascending order according to the waiting time order. The ascending order data 420 can be sorted in order of shortest waiting time included in the game matching history data. For example, among the plurality of game matching history data 410a, 410b, 410c, and 410d, the history data of the game matching 2410b with the shortest waiting time can be sorted first.

[0077] In one embodiment, the game provider can calculate matching probabilities 430 for each waiting time based on ascending data 420. The matching probabilities 430 for each waiting time may represent the likelihood of matching occurring for each waiting time after receiving an input signal from the user to play the game.

[0078] In one embodiment, the game provider can calculate the matching probability (P) related to the Mth waiting time among ascending data 420 containing N game matching data using the following formula 1.

[0079]

number

[0080] For example, if the waiting time for the third data point (M=3) out of 10 (N=10) game matching data points, sorted in ascending order, is 48 seconds, then the probability that a user will successfully find a game match after waiting 48 seconds is 30%.

[0081] Figure 5 is a drawing illustrating an example of a waiting time and matching capability provided by one embodiment of the present disclosure.

[0082] Referring to Figure 5, the game provider can provide the user with a table showing the waiting time for game matching and the matching possibilities corresponding to that waiting time.

[0083] According to one embodiment of the present disclosure, the game provisioning device can calculate the matching probability for each waiting time from a plurality of historical data, and based on the calculated result, provide the user with information related to the waiting time.

[0084] In one embodiment, the game provider may provide the user with at least one pre-configured matching possibility 510a, 510b, 510c, 510d, and waiting times 520a, 520b, 520c, 520d corresponding to the at least one pre-configured matching possibility. In one embodiment, the at least one pre-configured matching possibility may represent a specific percentage (e.g., 25%, 50%).

[0085] In one embodiment, the game provider may provide waiting times 520a, 520b, 520c, and 520d corresponding to at least one pre-set matching possibility 510a, 510b, 510c, and 510d, based on the calculated matching probability for each waiting time. For example, the waiting time corresponding to a pre-set matching probability of 25% (510a) is 30 seconds (520a). If 30 seconds have elapsed since receiving the input signal to play the game from the user, it may mean that there is a 25% chance that the user will be matched with a game. For example, the waiting time corresponding to a pre-set matching probability of 50% (510b) is 60 seconds (520b), and the waiting time corresponding to a pre-set matching probability of 90% (510d) is 150 seconds (520d).

[0086] In one embodiment, if the calculated matching probability for each waiting time does not correspond to at least one pre-set matching probability, the game provider may provide the matching probability closest to the at least one pre-set matching probability, along with the corresponding waiting time. For example, if the pre-set matching probability is 70% (510c), then 70% is not included in the matching probability for each waiting time calculated by the game provider. The game provider may then provide the user with 75% (510c), which is the closest matching probability to 70%, and a waiting time of 100 seconds (520c) corresponding to a 75% matching probability.

[0087] Figure 6 is a diagram illustrating a method for providing game waiting time using user-related information, according to one embodiment of the present disclosure.

[0088] Referring to Figure 6, the game provider can utilize user-related information to calculate the matching probability based on waiting time.

[0089] According to one embodiment of this disclosure, the multiple historical data also include user-related information 620. The user-related information also includes, but is not limited to, information relating to at least one of the following: the user's rank 630 or the user's win rate 640. In one embodiment, the user-related information also includes the number of users belonging to the same server as the user, the number of users belonging to the same or similar rank as the user's rank, etc. The user's rank 630 may mean a ranking among multiple users obtained by the user playing multiple games based on win rate, level, character information or combat information, etc. The user's win rate 640 may mean the user's relative win rate with other users or win rate in combat situations, etc., obtained by the user playing multiple games.

[0090] In one embodiment, the game provider can calculate the matching probability 650 for each waiting time based on a plurality of game matching history data 610a, 610b, 610c and user-related information 620. The game provider can select from the plurality of game matching history data 610a, 610b, 610c to be used in calculating the matching probability 650 for each waiting time based on the user-related information 620.

[0091] In one embodiment, the game provider can determine which game matching history data to use based on the user's rank 630. For example, if the rank of the user performing the game matching is "A", the game provider can use the game matching history data of users who are all "A" rank among multiple users and calculate the matching probability for each waiting time.

[0092] In one embodiment, the game provider can determine which game matching history data to use based on the user's win rate of 640. For example, if the win rate of the user performing the game matching is 50% and the pre-set range is 10%, the game provider can use the game matching history data of multiple users whose win rates are between 40% and 60% to calculate the matching probability for each waiting time.

[0093] In one embodiment, the game provider can calculate the probability of matching for each waiting time, taking into consideration the number of users who desire game matching, the time of day the game is played, or the region where the game is played. In one embodiment, the more users who desire game matching, the higher the probability of matching for each waiting time may be. The fewer users who desire game matching, the lower the probability of matching for each waiting time may be.

[0094] For example, if the number of users requesting game matching is small, the game provider may determine a wider range of game matching history data based on the user's rank or win rate. If the win rate of the user performing the game matching is 50% and the pre-set range is 10%, the game provider may expand the pre-set range to 15% if the number of users requesting game matching is small. The game provider may use the game matching history data of users with win rates between 35% and 65% among multiple users to calculate the matching probability for each waiting time. By using an even wider range of game matching history data, the game provider may maintain the matching probability for each waiting time at a certain level or higher, even when the number of users requesting game matching is small. In one embodiment, the game provider may use the matching probability for each waiting time calculated based on user-related information and information related to the waiting time for game matching to provide the user with the waiting time and the matching probability 660.

[0095] Figure 7 is a diagram illustrating an example of providing game waiting time according to one embodiment of the present disclosure.

[0096] Referring to Figure 7, the game provider may use a process bar to provide the user with waiting time or elapsed time and the corresponding matching possibilities. The process bar may represent a user interface for indicating matching possibilities.

[0097] According to one embodiment of the present disclosure, after receiving an input signal from the user for game matching, the game providing device may provide the user with matching possibilities 720a and 720b based on elapsed times 710a and 710b.

[0098] In one embodiment, the game provider may provide matching probabilities 720a and 720b based on the elapsed time 710a and 710b after receiving the input signal, based on the matching probabilities for each waiting time. For example, if 59 seconds have elapsed (710a) after receiving an input signal from the user, the game provider may inform the user via a process bar that there is a 70% (720a) chance that the user will be matched to a game, based on the calculated matching probabilities for each waiting time.

[0099] In one embodiment, the game provider may provide matching possibilities based on waiting time, via a process bar, based on a pre-configured first interval 730a. For example, if the pre-configured first interval 730a is 10%, the game provider may provide matching possibilities in 10% increments.

[0100] In one embodiment, if the calculated matching probability data for each waiting time does not correspond to the matching probabilities divided by the first interval 730a, the game provider may skip that matching probability and provide it. For example, if the first interval is set to 10%, and the matching probability data for each waiting time calculated by the game provider includes five data points in 20% units, the game provider may provide the elapsed time and matching probability corresponding to 20%, 40%, 60%, and 80% via the process bar.

[0101] In one embodiment, if the calculated matching probability data for each waiting time does not correspond to the matching probabilities divided by the first interval 730a, the game provider may provide the matching probability that is closest to the calculated probability. For example, if the first interval is set to 10%, and the elapsed time corresponding to 17% in the matching probability for each waiting time is 24 seconds, the matching probability corresponding to 24 seconds may be displayed on the process bar as 20%, which is closest to 17%, and provided to the user.

[0102] In one embodiment, if the matching probability corresponding to the elapsed time is greater than or equal to a pre-set critical value of 740, the game providing device may display it on the process bar at a second interval of 730b as the matching probability corresponding to the elapsed time. For example, if the pre-set critical value of 740 is 90%, the game providing device may display matching probabilities of 90% or more on the process bar at a second interval (e.g., 2%). For example, if the elapsed time is 97 seconds (710b) and the matching probability is 94% (720b), this may be displayed on the process bar at a second interval of 730b.

[0103] Figure 8 is a diagram illustrating a method for providing game waiting time when an outlier occurs, according to one embodiment of the present disclosure.

[0104] Referring to Figure 8, if an outlier occurs, the game provider can request a response from the user regarding whether or not to operate a waiting phase for game matching, and based on that, recalculate the matching probability for each waiting time.

[0105] According to one embodiment of the present disclosure, a game provider may provide a user with a matching possibility 820 based on the elapsed time 810, based on the matching possibility for each waiting time. If time has elapsed since receiving an input signal equal to the maximum waiting time among the waiting times included in a plurality of history data, the game provider may determine the matching possibility with 100% certainty. In one embodiment, even if the user waits for a period longer than the maximum waiting time among the waiting times included in the plurality of history data, this does not guarantee game matching.

[0106] In one embodiment, the game provider may provide an interface 830 that requests the user to respond regarding whether or not to operate the waiting phase for game matching when a time has elapsed that exceeds the maximum value among the waiting times included in a plurality of history data.

[0107] In one embodiment, the game provider may not display a 100% matching probability, but after displaying up to 99%, provide an interface 830 that asks whether or not to operate a waiting phase for game matching.

[0108] In one embodiment, the game provider can receive an input signal 840 from the user via interface 830, relating to whether or not to operate a waiting phase for game matching. Based on the user's response, the game provider can add (N+1)th game matching history data 850 including the elapsed time 810, and recalculate the matching probability 860 for each waiting time.

[0109] In one embodiment, the game provider may provide the user with waiting time and the corresponding matching possibility based on the recalculated matching possibility 860 for each waiting time. If a match is successful based on the matching possibility 860 for each waiting time recalculated by the user, the game provider may acquire matching success data 870. Based on the acquired matching success data 870, the game provider may update the (N+1)th game matching history data 850 (880).

[0110] For example, if the elapsed time is 136 seconds (810), the game provider may display the matching probability 820 as 100% and provide an interface 830 that requests the user to respond regarding whether or not to operate the waiting phase for game matching. In one embodiment, the game provider may not display 100% and instead provide an interface 830 that requests the user to respond regarding whether or not to operate the waiting phase for game matching. When the user inputs an input signal 840 indicating that they will operate the waiting phase for game matching, the game provider may add history data including the elapsed time 810 as the (N+1)th game matching history data 850 and recalculate the matching probability 860 for each waiting time. Based on the recalculated matching probability 860 for each waiting time, the game provider may provide the user with the waiting time and matching probability. If the user successfully matches with a game, the game provider may obtain matching success data 870 including the elapsed time. The game provider may update the (N+1)th game matching history data 850 by adding the elapsed time included in the matching success data 870 to the existing elapsed time 810 (880). For example, if the existing elapsed time is 136 seconds and the additional elapsed time after receiving the input signal to operate the waiting phase is 45 seconds, the game provider may update the waiting time included in the (N+1)th game matching history data to 181 seconds. Based on the updated game matching history data and multiple other history data, the game provider may calculate the matching probability for each subsequent waiting time.

[0111] Figure 9 is a block diagram illustrating the configuration of a game provisioning device according to one embodiment of the present disclosure.

[0112] As illustrated in Figure 9, a game provisioning device 900 according to one embodiment of the present disclosure also includes at least one processor 910, a communication unit 930, and a memory 950. However, none of the components shown in Figure 9 are essential components of the game provisioning device 900. The game provisioning device 900 can be implemented with more components than those shown in Figure 9, or with fewer components than those shown in Figure 9. The game provisioning device 900 can be a user terminal, a server, a game network system, or a separate device.

[0113] In one embodiment, at least one processor 910 generally controls the overall operation of the game providing device 900. For example, at least one processor 910 can generally control the communication unit 930 and the like by executing a program stored in the memory 950. At least one processor 910 can control the operation of the game providing device 900 as described herein by controlling the communication unit 930 and the memory 950 and the like.

[0114] In one embodiment, at least one processor 910 may obtain a plurality of historical data from the user, including input signals for game matching and information relating to the waiting time for game matching. Based on the plurality of historical data, the at least one processor 910 may calculate the matching possibility for each waiting time and, based on the matching possibility for each waiting time, provide the user with the waiting time for game matching and the matching possibility corresponding to that waiting time.

[0115] In one embodiment, at least one processor 910 can rearrange the acquired multiple historical data into ascending order data and calculate the matching probability for each waiting time.

[0116] In one embodiment, at least one processor 910 may provide the user with a waiting time or elapsed time and matching possibilities. In one embodiment, at least one processor 910 may provide a table of at least one pre-configured matching possibilities and the waiting time corresponding to that pre-configured matching possibility. In one embodiment, at least one processor 910 may provide the user with the elapsed time after receiving an input signal and the matching possibilities corresponding to that elapsed time using a process bar.

[0117] The communication unit 930 can communicate with external devices under the control of at least one processor 910. For example, the communication unit 930 can communicate with external devices such as a payment server or an authentication server under the control of at least one processor 910. The communication unit 930 can also obtain a variety of user inputs necessary to provide a method according to one embodiment of the present disclosure through communication with an external interface.

[0118] In one embodiment, the communication unit 930 may include, but is not limited to, a Bluetooth communication unit, a BLE (Bluetooth Low Energy) communication unit, a near-field communication unit, a WLAN (wireless local area network) (Wi-Fi (wireless fidelity)) communication unit, a Zigbee communication unit, an infrared (IrDA: infrared data association) communication unit, a WFD (Wi-Fi Direct) communication unit, an UWB (ultra-wideband) communication unit, an Ant+ communication unit, and the like.

[0119] In one embodiment, the communication unit 930 transmits and receives radio signals with at least one of a base station, an external terminal, or a server over a mobile communication network. Here, the radio signals may include various forms of data, such as voice call signals, image call signals, or text / multimedia message transmission and reception.

[0120] In one embodiment, the communication unit 930 may receive an input signal from a user for game matching, under the control of at least one processor 910. The communication unit 910 may receive a plurality of historical data, including information relating to the waiting time for game matching, under the control of at least one processor 910, and transmit it to at least one processor 910.

[0121] In one embodiment, the communication unit 930 may, by controlling at least one processor 910, provide the user with at least one waiting time for game matching, and matching possibilities corresponding to said waiting time. In one embodiment, the communication unit 930 may, by controlling at least one processor 910, provide the user with the waiting time and matching possibilities via a table or process bar, but the method of provision is not limited to these.

[0122] In one embodiment, the communication unit 930 may, under the control of at least one processor 910, provide the user with an interface relating to whether or not to operate a waiting phase for game matching. The communication unit 930 may, under the control of at least one processor 910, receive an input signal from the user relating to whether or not to operate a waiting phase for game matching.

[0123] However, the game providing device 900 is not necessarily limited to the examples described above, and may transmit or receive various types of information necessary to provide a method according to one embodiment of the present disclosure to or from an external electronic device.

[0124] The memory 950 stores programs for processing and controlling at least one processor 910, and can also store data that is input to or output from the game supply device 900.

[0125] In one embodiment, at least one processor 910 may utilize a program stored in memory 950 to perform a method of providing a game service to the user.

[0126] In one embodiment, the memory 950 may also include, but is not limited to, a plurality of historical data containing information relating to the user's waiting time for game matching, historical data containing user-related information, matching possibilities by waiting time, and historical data that is updated upon successful game matching. However, the memory 950 may also include, but is not limited to, the game providing device 900, and is not necessarily limited to the examples described above, and may also include a variety of information necessary to provide the method according to one embodiment of the present disclosure.

[0127] In one embodiment, the memory 950 also includes at least one type of recording medium from among flash memory type, hard disk type, multimedia card micro type, card type memory (e.g., SD (Secure Digital) memory or XD (Extreme Digital) memory), RAM (random access memory), SRAM (static random access memory), ROM (read-only memory), EEPROM (electrically erasable programmable read-only memory), PROM (programmable read-only memory), magnetic memory, magnetic disk, and optical disk. In one embodiment, a program stored in the memory 950 may be classified into multiple modules according to its function.

[0128] In one embodiment, the game service provision method is performed by the game provision device 900, or by a server or user terminal. Furthermore, at least one configuration of the game provision device 900 can perform the various embodiments described in Figures 1 to 8.

[0129] Furthermore, the game service provision method can be performed individually or collectively by the game provision device 900, the server, and the user terminal. The configuration of the server and the user terminal will be described in more detail below in Figures 10 and 11.

[0130] Figure 10 is a block diagram illustrating the configuration of a server according to one embodiment of the present disclosure.

[0131] As illustrated in Figure 10, various embodiments of the server 1000 also include at least one processor 1010, a communication unit 1030, and a memory 1050. However, the server 1000 may be realized with more components than those shown in Figure 10, or with fewer components than those shown in Figure 10.

[0132] In one embodiment, at least one processor 1010 generally controls the overall operation of the server 1000. For example, at least one processor 1010 can generally control the communication unit 1030 and the memory 1050, etc., by executing a program stored in the memory 1050. At least one processor 1010 can control the operation of the server 1000 as described herein by controlling the communication unit 1030 and the memory 1050, etc.

[0133] In one embodiment, at least one processor 1010 may obtain a plurality of historical data from the user, including input signals for game matching and information relating to the waiting time for game matching. Based on the plurality of historical data, the at least one processor 1010 may calculate the matching possibility for each waiting time and, based on the matching possibility for each waiting time, provide the user with the waiting time for game matching and the matching possibility corresponding to that waiting time.

[0134] In one embodiment, at least one processor 1010 can rearrange the acquired multiple historical data into ascending order data and calculate the matching probability for each waiting time.

[0135] In one embodiment, the detailed operation of at least one processor 1010 may correspond to the operation of at least one processor 910 of the game providing device 900 described in Figure 9, so any redundant explanations will be omitted.

[0136] The communication unit 1030, under the control of the processor 1010, can receive input signals from the user terminal 1100 for game matching and transmit information regarding the waiting time for game matching and the possibility of matching. In one embodiment, the communication unit 1030 sends and receives data with the user terminal 1100, and the data sent and received with the user terminal 1100 also includes control data that controls the user terminal 1100 or a program contained within the user terminal 1100.

[0137] In one embodiment, the communication unit 1030 may include, but is not limited to, a Bluetooth communication unit, a BLE (Bluetooth Low Energy) communication unit, a near-field communication unit, a WLAN (Wi-Fi (wireless fidelity)) communication unit, a Zigbee communication unit, an infrared (IrDA) communication unit, a WFD (Wi-Fi Direct) communication unit, a UWB (ultra-wideband) communication unit, or an Ant+ communication unit.

[0138] In one embodiment, the communication unit 1030 transmits and receives radio signals with at least one of a base station, an external terminal, or a server over a mobile communication network. Here, the radio signals may include various forms of data, such as voice call signals, image call signals, or text / multimedia message transmission and reception.

[0139] The memory 1050 stores programs for processing and controlling the processor 1010, and can also store data that is input to or output from the server 1000. In one embodiment, the memory 1050 may store relevant information for performing game matching.

[0140] In one embodiment, the processor 1010 may use a program stored in memory 1050 to provide a game service to the user.

[0141] In one embodiment, the memory 1050 also includes at least one type of recording medium from among flash memory type, hard disk type, multimedia card micro type, card type memory (e.g., SD memory or XD memory), RAM, SRAM, ROM, EEPROM, PROM, magnetic memory, magnetic disk, and optical disk. In one embodiment, a program stored in the memory 1050 may be classified into multiple modules according to its function.

[0142] In one embodiment, the information stored in memory 1050 may correspond to the information stored in memory 950 of the game provisioning device 900 described in Figure 9, so a detailed explanation will be omitted.

[0143] Figure 11 is a block diagram illustrating the configuration of a user terminal according to one embodiment of the present disclosure.

[0144] As illustrated in Figure 11, various embodiments of the user terminal 1100 also include at least one processor 1110, a communication unit 1130, a memory 1150, and a user interface 1170. However, none of the components shown in Figure 11 are essential components of the user terminal 1100. The user terminal 1100 can be realized with more components than those shown in Figure 11, or with fewer components than those shown in Figure 11.

[0145] At least one processor 1110 generally controls the overall operation of the user terminal 1100. For example, at least one processor 1110 can generally control the communication unit 1130, memory 1150, and user interface 1170, etc., by executing a program stored in memory 1150. At least one processor 1110 can control the operation of the user terminal 1100 in this specification by controlling the communication unit 1130, memory 1150, and user interface 1170, etc.

[0146] In one embodiment, at least one processor 1110 may obtain a plurality of historical data from the user, including input signals for game matching and information relating to the waiting time for game matching. Based on the plurality of historical data, the at least one processor 1110 may calculate the matching possibility for each waiting time and, based on the matching possibility for each waiting time, provide the user with the waiting time for game matching and the matching possibility corresponding to that waiting time.

[0147] In one embodiment, the operation of at least one processor 1110 may correspond to the operation of at least one processor 910 of the game providing device 900 described in Figure 9, so explanations relating to redundant content will be omitted.

[0148] The communication unit 1130, under the control of at least one processor 1110, can receive input signals from the user terminal 1100 for game matching and transmit information relating to the waiting time for game matching and the possibility of matching. In one embodiment, the communication unit 1130 sends and receives data with the user terminal 1100, and the data sent and received with the user terminal 1100 also includes control data that controls the user terminal 1100 or a program contained within the user terminal 1100.

[0149] In one embodiment, the communication unit 1130 may include, but is not limited to, a Bluetooth communication unit, a BLE (Bluetooth Low Energy) communication unit, a near-field communication unit, a WLAN (Wi-Fi (wireless fidelity)) communication unit, a Zigbee communication unit, an infrared (IrDA) communication unit, a WFD (Wi-Fi Direct) communication unit, a UWB (ultra-wideband) communication unit, or an Ant+ communication unit.

[0150] In one embodiment, the communication unit 1130 transmits and receives radio signals with at least one of a base station, an external terminal, or a server over a mobile communication network. Here, the radio signals may include various forms of data, such as voice call signals, image call signals, or text / multimedia message transmission and reception.

[0151] In one embodiment, the operation of the communication unit 1130 can correspond to the operation of the communication unit 930 of the game provisioning device 900 described in Figure 9, so a detailed explanation will be omitted.

[0152] The memory 1150 stores programs for processing and controlling at least one processor 1110, and can also store data that is input to or output from the user terminal 1100.

[0153] In one embodiment, at least one processor 1110 can use a program stored in memory 1150 to execute a game provisioning method.

[0154] In one embodiment, the memory 1150 also includes at least one type of recording medium from among flash memory type, hard disk type, multimedia card micro type, card type memory (e.g., SD memory or XD memory), RAM, SRAM, ROM, EEPROM, PROM, magnetic memory, magnetic disk, and optical disk. Furthermore, according to one embodiment of the present disclosure, a program stored in the memory 1150 may be classified into a plurality of modules according to its function.

[0155] In one embodiment, the information stored in memory 1150 may correspond to the information stored in memory 950 of the game provisioning device 900 described in Figure 9, so a detailed explanation will be omitted.

[0156] The user interface 1170 also includes a variety of interfaces. For example, the user interface 1170 may include a keypad, dome switch, voice input interface, fingerprint input interface, touch input interface (contact capacitive type, pressure-type resistive type, infrared sensing type, surface ultrasonic conduction type, integral tension measurement type, piezoelectric effect type, etc.), camera, jog wheel, and jog switch, and various sensors such as accelerometers, position sensors, temperature sensors, and light sensors can also be linked to the user interface. Needless to say, the examples given above are not the only ones that can be included.

[0157] Furthermore, according to one embodiment of this disclosure, the user interface 1170 also further includes an output unit (not shown). This output unit also includes at least one of the following: a liquid crystal display, a thin-film transistor-liquid crystal display, an organic light-emitting diode, a flexible display, a 3D display, or an electrophoretic display. When the display and the touchpad form a layered structure and are configured as a touchscreen, the display can be used as an input device in addition to an output device. The output unit (not shown) also includes, but is not limited to, an LED (light-emitting diode) lamp, a vibration motor, a speaker, a flash, etc.

[0158] In one embodiment, the user interface 1170 can output information related to the game service in the form of images, videos, sounds, etc.

[0159] In one embodiment, the user interface 1170 may obtain information from the user using a keypad or the like. The user interface 1170 may use an output unit to display the waiting time and matching possibility to the user. The user interface 1170 may receive a response from the user regarding whether or not to perform game matching, and may provide the waiting time and matching possibility for performing game matching.

[0160] The apparatus described above may be embodied by hardware components, software components, and / or combinations of hardware and software components. For example, the apparatus and components described in this embodiment may be embodied using one or more general-purpose or special-purpose computers, such as a processor, controller, ALU (arithmetic logic unit), digital signal processor, microcomputer, FPGA (field programmable gate array), PLU (programmable logic unit), microprocessor, or any other device capable of executing and responding to instructions. The processing device may execute an operating system (OS) and one or more software applications executed on the operating system (OS). The processing device may also access, store, manipulate, process, and generate data in response to the execution of software. For convenience of understanding, the processing device has been described as being used as a single unit, but a person with ordinary skill in the art will know that the processing device may also include multiple processing elements and / or multiple types of processing elements. For example, the processing unit may include multiple processors or one processor and one controller. Different processing configurations, such as a parallel processor, are also possible.

[0161] Software may include computer programs, code, instructions, or a combination of one or more of these, which can configure a processing unit to operate as desired, or independently or collectively, instruct the processing unit. Software and / or data may be permanently or temporarily embodied in a type of machine, component, physical device, virtual device, computer recording medium or device, or transmitted signal wave, in order to be interpreted by the processing unit or to provide instructions or data to the processing unit. The software may also be distributed, stored in a distributed manner, or executed on a network of connected computer systems. The software and data may be stored on a recording medium readable by one or more computers.

[0162] The method according to this embodiment is embodied in a program instruction form that can be executed via various computer means and can be recorded on a computer-readable medium. The computer-readable medium may include program instructions, data files, data structures, etc., individually or in combination. The program instructions recorded on the medium may be specifically designed and configured for this embodiment, or they may be publicly known and usable by those skilled in the computer software art. Examples of computer-readable recording media include magnetic media such as hard disks, floppy disks, and magnetic tapes; optical media such as CD-ROMs (compact disc read-only memory) and DVDs (digital versatile discs); magneto-optical media such as floptical disks; and hardware devices specifically configured to store and execute program instructions, such as ROM, RAM, and flash memory. Examples of program instructions include not only machine code generated by compilers, but also high-level language code that can be executed by a computer using an interpreter or the like. The aforementioned hardware devices are configured to operate as one or more software modules to perform the operations of this embodiment, and vice versa.

[0163] As described above, even though this embodiment has been described by limited embodiments and drawings, a person with ordinary skill in the art will be able to make various modifications and variations from the above description. For example, the described technique may be performed in a different order than described, and / or components such as the described system, structure, apparatus, and circuit may be combined or assembled in a different manner than described, or replaced or substituted by other components or equivalents, and the appropriate results may still be achieved.

[0164] Therefore, other embodiments, other embodiments, and those equivalent to the claims also fall within the scope of the claims.

[0165] A method for providing a game service to a user according to one embodiment of the present disclosure may receive an input signal for game matching. In one embodiment, the method may acquire a plurality of historical data, including information relating to the waiting time for game matching. In one embodiment, the method may calculate matching possibilities for each waiting time based on the plurality of historical data. In one embodiment, the method provides a response to an input signal based on the matching possibilities for each waiting time, the response to the input signal also includes at least one matching possibility for game matching.

[0166] In one embodiment, the method can obtain ascending data by rearranging information related to waiting times for game matching based on a plurality of historical data, according to the waiting time order. In one embodiment, the method can calculate the probability for each waiting time based on the ascending data.

[0167] In one embodiment, the matching possibility for each waiting time can be determined in relation to the ranking of each waiting time in ascending order data in the information relating to waiting times for game matching.

[0168] In one embodiment, the response to an input signal also includes at least one pre-configured matching possibility and a waiting time corresponding to the at least one pre-configured matching possibility.

[0169] In one embodiment, the response to an input signal also includes the elapsed time after the input signal is received, and the matching possibility corresponding to that elapsed time.

[0170] In one embodiment, the multiple historical data may also include user-related information, which may include information relating to at least one of the user's rank or the user's win rate.

[0171] In one embodiment, the method can calculate the likelihood of matching based on user-related information and information relating to the user's waiting time for game matching.

[0172] In one embodiment, the response to an input signal is also a process bar that displays the matching possibility corresponding to the elapsed time, based on the elapsed time after receiving the input signal and a first interval.

[0173] In one embodiment, the process bar may display the matching probability corresponding to the elapsed time at a second interval if the matching probability corresponding to the elapsed time is greater than or equal to a previously set critical value.

[0174] In one embodiment, the method may request a response regarding whether or not to operate a waiting phase for game matching if the elapsed time after receiving an input signal is greater than or equal to the maximum value among the waiting times included in a plurality of historical data. In one embodiment, the method may recalculate the matching probability for each waiting time based on the elapsed time and the plurality of historical data.

[0175] An apparatus that provides a game service to a user according to one embodiment of the present disclosure also includes a memory for storing at least one instruction word, and at least one processor for executing the at least one instruction word stored in the memory. In one embodiment, at least one processor may receive an input signal for game matching. In one embodiment, at least one processor may acquire a plurality of historical data, including information relating to the waiting time for game matching. In one embodiment, at least one processor may calculate the matching probability for each waiting time based on the plurality of historical data. In one embodiment, at least one processor provides a response to an input signal based on the matching probability for each waiting time, the response to the input signal also includes at least one matching probability for game matching.

[0176] A server providing game services to a user according to one embodiment of the present disclosure also includes a memory for storing at least one instruction word, and at least one processor for executing the at least one instruction word stored in the memory. In one embodiment, at least one processor may receive an input signal for game matching. In one embodiment, at least one processor may acquire a plurality of historical data, including information relating to the waiting time for game matching. In one embodiment, at least one processor may calculate the matching probability for each waiting time based on the plurality of historical data. In one embodiment, at least one processor provides a response to an input signal based on the matching probability for each waiting time, the response to the input signal also includes at least one matching probability for game matching.

[0177] A user terminal that provides a game service to a user according to one embodiment of the present disclosure also includes a memory for storing at least one instruction word, and at least one processor for executing the at least one instruction word stored in the memory. In one embodiment, at least one processor may receive an input signal for performing game matching. In one embodiment, at least one processor may acquire a plurality of historical data, including information relating to the waiting time for game matching. In one embodiment, at least one processor may calculate the matching probability for each waiting time based on the plurality of historical data. In one embodiment, at least one processor provides a response to an input signal based on the matching probability for each waiting time, the response to the input signal also includes at least one matching probability for performing game matching.

[0178] At least one of the methods for providing a game service according to one embodiment of the present disclosure may be embodied in a computer program stored on a medium for execution in conjunction with hardware.

[0179] A computer-readable recording medium containing a program that runs on a computer can be provided, which provides at least one of the methods for providing a game service according to one embodiment of the present disclosure.

[0180] A method for providing a game service to a user according to one embodiment of the present disclosure may receive an input signal for game matching. The method may acquire matching possibilities for each waiting time for game matching. The method provides a response to an input signal based on matching possibilities for each waiting time, the response to the input signal also includes at least one matching possibility for game matching. [Explanation of Symbols]

[0181] 100 Systems 110 PC 120 tablets 130 Mobile phones 140 Notebook PCs 150 Smartphones 160 TV 170,1000 Servers 900 game dispensers 910, 1010, 1110 processors 930, 1030, 1130 Communications Department 950, 1050, 1150 memory 1100 User terminals 1170 User Interface

Claims

1. A method by which a device provides a game service to a user, The stage of receiving input signals for game matching, The steps include obtaining multiple historical data, including information related to the waiting time for the aforementioned game matching, The steps include: calculating the matching probability for each waiting time based on the aforementioned multiple historical data; A method comprising the steps of: providing a response to an input signal based on the matching possibilities for each waiting time, wherein the response to the input signal includes at least one matching possibility for performing the game matching.

2. The step of calculating the matching probability for each waiting time is as follows: Based on the aforementioned multiple historical data, the step of obtaining ascending data by rearranging the information related to the waiting time for game matching according to the waiting time order, The method according to claim 1, comprising the step of calculating the matching probability for each waiting time based on the ascending data.

3. The method according to claim 2, wherein the matching possibility for each waiting time is determined in the information relating to the waiting time for game matching, in which each waiting time corresponds to the rank in which it is located in the ascending data.

4. The response to the aforementioned input signal is: The method according to claim 1, comprising at least one pre-configured matching possibility and a waiting time corresponding to the at least one pre-configured matching possibility.

5. The response to the aforementioned input signal is: The method according to claim 1, comprising the elapsed time after receiving the input signal and the possibility of matching corresponding to the elapsed time.

6. The aforementioned multiple historical data include user-related information, The user-related information includes information relating to at least one of the following: the user's rank or the user's win rate. The step of calculating the matching probability for each waiting time is as follows: The method according to claim 1, comprising the step of calculating the matching probability for each waiting time based on the user-related information and the information relating to the waiting time for the user to matchmake a game.

7. The method according to claim 1, wherein the response to the input signal is a process bar that displays the matching possibility corresponding to the elapsed time, based on the elapsed time after receiving the input signal and a first interval.

8. The method according to claim 7, wherein the process bar displays the matching possibility corresponding to the elapsed time at a second interval if the matching possibility corresponding to the elapsed time is greater than or equal to a previously set critical value.

9. If the elapsed time after receiving the input signal is greater than or equal to the maximum value among the waiting times included in the plurality of historical data, a step is made to request a response regarding whether or not to operate the waiting stage for game matching. The method according to claim 1, further comprising the step of recalculating the matching probability for each waiting time based on the elapsed time and the plurality of historical data, based on the response to the request.

10. In a device that provides game services to users, Memory to store at least one instruction word, Includes at least one processor that executes the at least one instruction word stored in the memory, The at least one processor executes the at least one instruction word, Receives input signals for game matching, Multiple historical data points are obtained, including information related to the waiting time for the aforementioned game matching. Based on the aforementioned multiple historical data, the matching probability is calculated for each waiting time. An apparatus that provides a response to an input signal based on the matching possibilities for each waiting time, wherein the response to the input signal includes at least one matching possibility for performing the game matching.

11. The aforementioned at least one processor is Based on the aforementioned multiple historical data, ascending data is obtained by rearranging the information related to the waiting time for game matching according to the waiting time order. The apparatus according to claim 10, which calculates the matching probability for each waiting time based on the ascending data.

12. The apparatus according to claim 11, wherein the matching possibility for each waiting time is determined in the information relating to the waiting time for game matching, corresponding to the rank in which each waiting time is located in the ascending order data.

13. The response to the aforementioned input signal is: The apparatus according to claim 10, comprising a waiting time for at least one pre-configured percentile point, and a matching possibility corresponding to the waiting time for the percentile point.

14. The response to the aforementioned input signal is: The apparatus according to claim 10, comprising the elapsed time after receiving the input signal and the possibility of matching corresponding to the elapsed time.

15. The aforementioned multiple historical data include user-related information, The user-related information includes information relating to at least one of the following: the user's rank or the user's win rate. The aforementioned at least one processor is The apparatus according to claim 10, which calculates the probability of matching based on the user-related information and the user's waiting time for game matching, according to the waiting time.

16. The apparatus according to claim 10, wherein the response to the input signal is a process bar that displays the matching possibility corresponding to the elapsed time, based on the elapsed time after receiving the input signal and a first interval.

17. The apparatus according to claim 16, wherein the process bar displays the matching possibility corresponding to the elapsed time at a second interval if the matching possibility corresponding to the elapsed time is greater than or equal to a previously set critical value.

18. The aforementioned at least one processor is If the elapsed time after receiving the input signal is greater than or equal to the maximum waiting time included in the plurality of historical data, a response is requested regarding whether or not to operate the waiting phase for game matching. The apparatus according to claim 10, which, based on the response to the request, recalculates the matching probability for each waiting time based on the elapsed time and the plurality of historical data.

19. On the server that provides game services to users, Memory to store at least one instruction word, Includes at least one processor that executes the at least one instruction word stored in the memory, The at least one processor executes the at least one instruction word, Receives input signals for game matching, Multiple historical data points are obtained, including information related to the waiting time for the aforementioned game matching. Based on the aforementioned multiple historical data, the matching probability is calculated for each waiting time. A server that provides a response to an input signal based on the matching possibilities for each waiting time, wherein the response to the input signal includes at least one matching possibility for performing the game matching.

20. On the device that provides the game service to the user, Memory to store at least one instruction word, Includes at least one processor that executes the at least one instruction word stored in the memory, The at least one processor executes the at least one instruction word, Receives input signals for game matching, Multiple historical data points are obtained, including information related to the waiting time for the aforementioned game matching. Based on the aforementioned multiple historical data, the matching probability is calculated for each waiting time. A terminal that provides a response to an input signal based on the matching possibilities for each waiting time, wherein the response to the input signal includes at least one matching possibility for performing the game matching.

21. The stage of receiving input signals for game matching, The steps include obtaining multiple historical data, including information related to the waiting time for the aforementioned game matching, The steps include: calculating the matching probability for each waiting time based on the aforementioned multiple historical data; A computer program stored on a medium for causing a user to perform a method of providing a game service, coupled with hardware, which includes the steps of: providing a response to an input signal based on the matching possibilities for each waiting time, wherein the response to the input signal includes at least one matching possibility for performing the game matching; and

22. The stage of receiving input signals for game matching, The steps include obtaining multiple historical data, including information related to the waiting time for the aforementioned game matching, The steps include: calculating the matching probability for each waiting time based on the aforementioned multiple historical data; A computer-readable recording medium containing a program that runs on a computer provides a method for providing a game service to a user, comprising: a step of providing a response to an input signal based on the matching possibilities for each waiting time, wherein the response to the input signal includes at least one matching possibility for performing the game matching; and a step of providing a method for providing a game service to a user.

23. A method by which a device provides a game service to a user, The stage of receiving input signals for game matching, The previous stage involves obtaining matching possibilities based on waiting times for game matching, A method comprising the steps of: providing a response to an input signal based on the matching possibilities for each waiting time, wherein the response to the input signal includes at least one matching possibility for performing the game matching.

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