Game Interaction Statistics Interface for Network Formation
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Solution Overview
Problem
Existing online games lack an effective mechanism for users to actively establish and maintain networks with other users, as the in-game community systems are passive and require manual registration, leading to limited lasting interactions.
Innovation Solution
A method and apparatus that provide an interface displaying statistical information about user interactions, allowing users to easily identify frequent interaction partners and request additional interactions, by analyzing game logs and presenting users with the most frequent interaction partners based on user input.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If an in-game community system (guild or friend list) is used for network formation, then users can interact with other users, but the system becomes passive and requires manual registration and approval processes
Solution Approach 1:
The system automatically analyzes game logs to generate interaction statistics and presents potential interaction partners to users without requiring manual registration or approval processes. The system serves itself by automatically processing game data to identify and recommend users with whom the current user has frequent interactions, eliminating the need for users to manually search for and register other users.
Solution Approach 2:
The system performs preliminary analysis of game logs to pre-calculate interaction statistics between users before the user needs to form a network. By continuously monitoring and analyzing game interactions in the background, the system prepares the interaction data in advance, so when a user wants to form a network, the information is already ready and can be immediately presented without requiring the user to initiate the data collection process.
2Productivity
If manual registration and approval processes are required for community systems, then user privacy can be protected, but interaction efficiency and network formation speed decrease
Solution Approach 1:
The system provides feedback to users about their interaction patterns by displaying statistics showing which users they have interacted with most frequently. This feedback mechanism allows users to make informed decisions about whom to connect with, based on actual gameplay interactions, while maintaining privacy control since users can choose whether to accept or reject the suggested connections.
Solution Approach 2:
The system acts as an intermediary by automatically processing game log data and presenting interaction suggestions to users, rather than requiring direct user-to-user registration. This intermediary role streamlines the network formation process by handling the data analysis and presentation, while still allowing users to maintain control over their privacy by selecting which suggestions to accept.
3Measurement precision
If comprehensive game log analysis is performed to identify interaction partners, then accurate interaction statistics can be provided, but data processing time and computational resources increase
Solution Approach 1:
The system continuously and automatically analyzes game logs in the background to pre-calculate interaction statistics, so the data is ready when needed. By performing the analysis continuously rather than on-demand, the system prepares the statistical information in advance, reducing the perceived processing time when users request interaction partner information.
Solution Approach 2:
The system maintains continuous analysis of game interactions, constantly updating the interaction statistics as new gameplay data becomes available. This continuous processing ensures that the interaction statistics are always current and accurate without requiring periodic batch processing, thereby maintaining measurement precision while distributing the computational load over time.
Data Source
AI summary
Provided are an apparatus and a method of providing information about interaction between users, the method including obtaining, from a stored game log, statistical information related to a certain interaction event that occurred between a user and another user; displaying an interface that displays another user who has had most occurrences of the certain interaction event with the user, based on the statistical information; and displaying at least one other user in an order from a greatest number of times the certain interaction event occurred with the user, based on a user input of expanding the interface.


