Entertainment Device Group Server Selection
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Solution Overview
Problem
Current multiplayer gaming systems face challenges in efficiently connecting groups of friends across different servers due to bandwidth limitations and the need for manual server selection, which can be time-consuming and prone to errors, especially when friends have varying connection speeds and language barriers.
Innovation Solution
An entertainment device and server system that allows group membership selection, server evaluation based on criteria such as ping rates, and automatic server selection to facilitate seamless group transitions between online virtual environments, utilizing a combination of peer-to-peer data sharing and central server management to optimize server choice for the best gaming experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If continuous tracking of users is implemented to provide buddy positioning, then friends can be located and connected, but bandwidth consumption increases and causes delays
Solution Approach 1:
The system implements periodic status broadcasting instead of continuous tracking. Each entertainment device broadcasts its status (online/offline, current game) at predetermined intervals, reducing bandwidth consumption while still enabling friends to locate and connect with each other effectively
2Adaptability or versatility
If manual server selection through chat coordination is used, then friends can select servers, but time is wasted and language barriers prevent successful coordination
Solution Approach 1:
The system enables automatic server selection by having each entertainment device independently evaluate multiple servers based on connection speed and availability, then automatically selecting the optimal server without requiring manual coordination through chat. This eliminates language barriers and significantly reduces coordination time
3Reliability
If dedicated matchmaking systems are built into each game, then game-specific matching is achieved, but the system is limited to specific games and servers
Solution Approach 1:
The patent implements a universal matchmaking system that operates across multiple games and platforms. The entertainment device can evaluate servers for different games and coordinate with various game-specific matchmaking systems, providing both cross-game versatility and game-specific matching reliability through a unified interface
Data Source
AI summary
An entertainment device operable to connect to a first on-line virtual environment comprises a group membership selector operable to select members of a group of entertainment devices connected to a first on-line virtual environment comprising a plurality of connected entertainment devices, a server evaluator operable to evaluate a plurality of servers of a second on-line virtual environment according to one or more criteria while the entertainment device is connected to the first on-line virtual environment, a server selector operable to select at least a first server of the second on-line virtual environment based upon the evaluation while the entertainment device is connected to the first on-line virtual environment, and a storage arrangement operable to cause the storage of server selection data defining the selected server.


