Sleep-Linked Game Access Scheduling to Prevent Server Overload

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Solution Overview

Problem

Existing technologies for measuring sleep and integrating sleep information into games cause excessive server load due to concentrated access at specific times, potentially leading to server downtime or abnormal situations.

Innovation Solution

A game program and information processing device that distribute access times to a server based on user operation inputs, changing notification states and delaying access to avoid server overload by randomly adjusting scheduled wake-up times.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If sleep information is transmitted to the server all at once from user terminals at alarm time, then the game can progress with updated sleep data, but the server will experience excessive concentrated access that may cause server downtime or abnormal situations

Engineering Contradiction:
Improveserver operation stabilityVSAvoidaccess concentration
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent segments the concentrated access time into multiple distributed time slots. Instead of all users accessing the server simultaneously at their alarm time, the system divides users into different groups that access the server at different distributed times, thereby segmenting the access load and preventing server overload

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary actions by notifying users in advance of their distributed access times. Users are notified before their scheduled access time, allowing them to prepare and access the server at the predetermined distributed time rather than all attempting simultaneous access at their original alarm time

Inventive Principle:
Principle #10Preliminary action

2Ease of operation

If users set alarm times for convenient wake-up times, then user satisfaction is improved, but this causes excessive concentration of server access at specific times

Engineering Contradiction:
Improvealarm time convenienceVSAvoidserver load capacity
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system applies local quality by assigning different distributed access times to different user groups while maintaining the convenience of alarm times for each individual user. Each user experiences localized optimization where their specific alarm time is preserved, but the overall system benefits from distributed access patterns that prevent server overload

Inventive Principle:
Principle #3Local quality

3Reliability

If the server reserves huge processing resources to withstand excessive access, then server availability is maintained, but resource efficiency is reduced due to underutilization during low-access periods

Engineering Contradiction:
Improveserver availabilityVSAvoidprocessing resource waste
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system implements dynamics by making server resource allocation adaptive to actual access patterns. Instead of statically reserving huge processing resources for peak periods, the server dynamically adjusts resource utilization based on the distributed access times, ensuring adequate capacity during access periods while minimizing resource waste during low-activity periods

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12465851B2Game program, method, and information processing device
Publication Date: 2025.11.11 THE POKEMON CO
  • US12465851B2 patent drawing
  • US12465851B2 patent drawing
  • US12465851B2 patent drawing

AI summary

A game that receives information about sleep of users maintains enjoyment of the game without placing an excessive load on a server. The game includes receiving an operation input from a user; setting a first time at which a game is to progress and making a predetermined notification at the first time when the operation input is not received before the first time arrives; changing a state of the notification based on the operation input of the user and accessing a server to progress the game; and distributing second times at which the computers of users are to access the server to progress the game.