Game System Dynamic Difficulty Segmentation Matchmaking

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Solution Overview

Problem

In multiplayer games, users can only join the same virtual game space if they set the same difficulty level, leading to limited matchmaking opportunities, especially when few users are available at a given time.

Innovation Solution

A game system that includes a game control module for generating a virtual game space where multiple users can join sessions with different difficulty settings, allowing users to participate with characters having unique difficulty levels, and a participation accepting module that enables users to join sessions based on their chosen difficulties.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If users must set the same difficulty level to join the same virtual game space, then the game balance and fairness are maintained, but the number of available users for matchmaking is reduced

Engineering Contradiction:
Improvegame balanceVSAvoidnumber of available users
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The patent segments users into different difficulty levels (e.g., novice, intermediate, expert) and allows each segment to play independently in their own virtual game spaces. This segmentation resolves the contradiction by maintaining game balance within each segment while increasing the total number of available users across all segments, eliminating the need for users to match on difficulty level.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If users are restricted to playing only at the same difficulty level, then the difficulty setting flexibility is maintained, but the matchmaking opportunity is reduced

Engineering Contradiction:
Improvedifficulty setting flexibilityVSAvoidmatchmaking opportunity
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent implements dynamic difficulty settings where users can select their preferred difficulty level independently, and the system dynamically creates separate virtual game spaces for each difficulty level. This dynamic approach maintains user adaptability while significantly increasing matchmaking opportunities, as users no longer need to wait for others to match their specific difficulty level.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If the system creates separate virtual game spaces for different difficulty levels, then the user experience and skill matching are improved, but the system complexity increases

Engineering Contradiction:
Improveuser experienceVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent employs a universal game engine and platform that can handle multiple difficulty levels within a unified architecture. The same core game logic, rendering system, and networking infrastructure are reused across all difficulty levels, with only the enemy character parameters being adjusted. This multi-functionality approach improves user experience through better skill matching while minimizing the increase in system complexity by avoiding complete system replication for each difficulty level.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS9789404B2Game system, controlling method and non transitory computer-readable storage medium for game system
Publication Date: 2017.10.17 CAPCOM CO LTD
  • US9789404B2 patent drawing
  • US9789404B2 patent drawing
  • US9789404B2 patent drawing

AI summary

There are provided a game system, and a controlling method and a readable storage medium for a game system increasing opportunity of matching a plurality of users in a virtual game space. Present invention has a game control module (41), a difficulty setting module (42), and a participation accepting module (43). The game control module (41) generates the virtual game space, progresses the game, and controls actions of characters acting correspondingly to the operation input by at least one of users joining a session. The difficulty setting module (42) sets a difficulty of the game based on a first character. The participation accepting module (43) accepts a request from a second user for joining the game, wherein the participation accepting module allows the second user to join the session, and wherein the second user operates a second character whose difficulty is different from the difficulty set for first character.