Game Event Data Processing for Skill-Based Play Time Estimation

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Solution Overview

Problem

Current console games do not externally output information indicating the status of game play, preventing servers from analyzing player activity, which hinders the collection and analysis of play times for activities, making it difficult to provide useful information related to play times to users.

Innovation Solution

A server apparatus that processes event data from multiple players, including an event data recording section, a play time acquisition section, a statistical processing section, and a representative-value recording section, to sort players into classes based on skill values and determine representative play times for activities or tasks, allowing for the calculation and aggregation of play times across different classes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If console games do not externally output game play status information, then the game system maintains simplicity and security, but the server cannot analyze player activity and provide useful play time information

Engineering Contradiction:
Improvegame play status informationVSAvoidinformation processing mechanism
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary information processing mechanism that receives game play status information from console games without requiring changes to the game software itself. This mediator component captures status information, transmits it to the server, and enables analysis while maintaining the original game system's simplicity and security architecture.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Quantity of substance

If the server collects play statuses of multiple players, then statistical analysis of play times becomes possible, but the system complexity increases

Engineering Contradiction:
Improvenumber of playersVSAvoiddata processing mechanism
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The patent uses copying by creating standardized data structures that replicate the essential play status information from multiple players in a uniform format. This allows the server to collect and process data from many players simultaneously without proportionally increasing system complexity, as the copied data follows consistent schemas that simplify processing.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent applies parameter changes by transforming raw play status information into standardized parameters such as play time duration, activity type codes, and skill level indicators. This parameterization enables efficient statistical processing of multi-player data while reducing the complexity of handling raw, unstructured information from diverse game sources.

Inventive Principle:
Principle #35Parameter changes

3Measurement precision

If play times are sorted by skill value into classes, then representative play time information can be provided to users, but additional processing steps are required

Engineering Contradiction:
Improveplay time information accuracyVSAvoidstatistical processing mechanism
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies segmentation by dividing players into distinct skill-based classes or groups. This segmentation allows the system to provide tailored play time information appropriate to each skill level, improving measurement precision and relevance. The segmented approach manages complexity by processing data in manageable groups rather than as a single undifferentiated dataset.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent replaces complex manual or rule-based classification mechanisms with automated statistical processing that dynamically sorts players into skill classes based on their performance data. This substitution reduces the complexity of the processing mechanism while enhancing the precision of play time information through data-driven classification rather than fixed categorical systems.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS12569753B2Server apparatus, event data processing method, and information processing apparatus
Publication Date: 2026.03.10 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12569753B2 patent drawing
  • US12569753B2 patent drawing
  • US12569753B2 patent drawing

AI summary

An event data recording section 240 records event data related to an activity executed by a plurality of players. A play time acquisition section 212 acquires play times of the plurality of players for a task from event data indicating start of the task included in the activity and event data indicating end of the task included in the activity, the event data being recorded in the event data recording section 240. A statistical processing section 220 sorts each of the players into any one of a plurality of classes according to a skill value of the player and determines, on a basis of the play times of the plurality of players in each class, a representative value for the play times in each class for the task. The statistical processing section 220 aggregates representative values for each class to determine the representative value for the play times in each class for the activity.