Game Matching System with Shared Object Cancellation

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Solution Overview

Problem

In game programs, maintaining player matching and interaction is challenging due to limited data capacity and the need for incentives to keep players connected, as existing systems lack effective mechanisms to promote continued matching and interaction between players.

Innovation Solution

A game program that allows players to register friends, match based on input operations, associate shared game objects, and cancel matches, making the shared objects unusable upon cancellation, thereby providing a motive for maintaining matching through asset acquisition and level progression.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a matching service allows players to freely match and interact, then player engagement and interaction opportunities increase, but data capacity limitations and system complexity increase

Engineering Contradiction:
Improveplayer engagementVSAvoiddata capacity
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The patent extracts and separates the matching function from the general friend registration system. By creating a dedicated matching service with specific matching conditions and rules, the system manages player interactions more efficiently without overwhelming the overall data capacity, thus maintaining high player engagement within resource constraints.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent segments the player relationship system into two distinct parts: general friend registration and specialized matching service. This segmentation allows the matching service to operate with its own specific rules and data structures, optimizing data usage while providing targeted engagement opportunities without burdening the entire system.

Inventive Principle:
Principle #1Segmentation

2Ease of operation

If players can easily cancel matching, then system flexibility and player autonomy improve, but player motivation to maintain matches decreases

Engineering Contradiction:
Improvematching flexibilityVSAvoidmatch maintenance motivation
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent implements preliminary actions by requiring players to meet specific matching conditions before establishing a match. These pre-established rules and conditions create a sense of commitment and investment, motivating players to maintain matches while still allowing flexible cancellation when conditions are not met or players choose to exit.

Inventive Principle:
Principle #10Preliminary action

3Quantity of substance

If the system limits the number of friends a player can register, then data capacity is managed, but player opportunities for multiplay and interaction are reduced

Engineering Contradiction:
Improvedata capacity managementVSAvoidmultiplay opportunities
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The patent introduces a matching service as an intermediary mechanism between players. This intermediary system manages player relationships through structured matching processes, allowing players to exceed traditional friend limits by providing targeted interaction opportunities through the matching service while the system maintains overall data capacity through efficient management of these specialized connections.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20240082737A1Program, method and information processing apparatus
Publication Date: 2024.03.14 BANK OF INNOVATION INC
  • US20240082737A1 patent drawing
  • US20240082737A1 patent drawing
  • US20240082737A1 patent drawing

AI summary

A game program causes a processor to execute the steps of: presenting a first game field associated with a first player to the first player; matching the first player and a second player different from the first player; associating a specific game object shared by the first player and the second player with the matched first player and second player; and canceling the matching of the matched first player and second player based on at least one of an input operation of the first player and an input operation of the second player. In response to the canceling the matching, the specific game object is made unusable for the first player and the second player relating to the matching, and re-matching for the canceled matching of the first player and the second player is not permitted.