Game Player ID Registration for Duplicate Object Management
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Solution Overview
Problem
In team-based games, particularly simulation type games like baseball, the issue arises when players have duplicate trading cards, leading to unrealistic game scenarios and player duplication, causing unfairness and dissatisfaction among players.
Innovation Solution
A computer system and program that manage player IDs for team-based games, allowing duplicate character IDs to be used by registering the use right of an object ID, enabling multiple objects corresponding to the same player to be registered and utilized, with parameters updated based on duplicate registrations, thus removing the restriction on using only one object per player.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the system restricts registration to one object ID per player to maintain game realism, then game realism is improved, but player satisfaction and flexibility deteriorate when players collect duplicate trading cards
Solution Approach 1:
The system segments the restriction by player ID, allowing multiple object IDs to be registered per player. Instead of a global one-object-per-player rule, the system creates separate registration slots for each player, enabling players to collect multiple trading cards of the same player while maintaining game realism through proper attribution to individual player profiles.
Solution Approach 2:
The system dynamically adjusts registration rules based on player context. The registration restriction is not fixed but adapts to allow multiple registrations when they benefit different player teams, transforming the static one-object-per-player rule into a dynamic system that permits flexibility while preserving game integrity.
2Adaptability or versatility
If the system allows duplicate object IDs to be registered for the same player, then player satisfaction and collection flexibility are improved, but game realism deteriorates due to unrealistic player duplication
Solution Approach 1:
The system creates virtual copies of player registrations rather than duplicating actual player entities. When a player registers multiple object IDs for the same real-world player, the system generates separate registration records that reference the same underlying player data, allowing collection flexibility while preventing unrealistic player duplication in game scenarios.
Solution Approach 2:
The system resolves the contradiction by adding a dimensional layer to player registration. Instead of a single-dimensional one-to-one mapping between objects and players, the system creates a many-to-one relationship where multiple object IDs can map to the same player ID, effectively using another dimension (object ID vs. player ID) to accommodate collection flexibility without compromising game realism.
3Reliability
If the system prevents duplicate registrations to maintain fairness, then game fairness is improved, but player enjoyment and collection value deteriorate
Solution Approach 1:
The system applies different quality rules to different aspects of registration. Fairness is maintained at the game-play level by properly attributing players to teams, while collection flexibility is enabled at the registration level by allowing multiple object IDs per player. This local differentiation of quality requirements resolves the contradiction between fairness and enjoyment.
Data Source
AI summary
In computer and video games in which a character is managed by registering an ID assigned to an object, objects corresponding to the same player can be duplicately registered, and a bonus that increases the ability of the player corresponding to the duplicately registered object is granted.


