Game Scene Merging and Splitting for Balanced Player Density
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Solution Overview
Problem
Existing game scene management strategies in massive multiplayer online games lead to uneven distribution of players across game scenes, resulting in some scenes having fewer players, which is inefficient and creates pressure on individual scenes.
Innovation Solution
A game scene management method and system that dynamically merges and splits game scenes based on player character counts, using threshold numbers to balance player distribution by merging scenes with fewer players and splitting scenes with excessive players, while considering character interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a balanced distribution strategy is used to allocate players to game scenes, then player distribution appears balanced, but individual scenes still end up with fewer players than optimal
Solution Approach 1:
The patent implements dynamic scene merging and splitting operations based on real-time player counts. When a scene's player count falls below a threshold, the system automatically merges it with adjacent scenes. When player count exceeds a threshold, the system splits the scene. This dynamic adjustment resolves the contradiction by allowing scenes to adapt their size and player distribution continuously, ensuring both operational balance and adequate player density.
Solution Approach 2:
The patent employs scene merging as a core mechanism to address underpopulated scenes. When detection determines a scene has fewer than the threshold number of players, the system merges this scene with neighboring scenes to consolidate player populations. This merging operation directly increases the player count in previously sparse scenes while maintaining overall distribution balance across the game world.
2Quantity of substance
If game scenes are merged to increase player count, then player density improves, but scene complexity and management difficulty increase
Solution Approach 1:
The system dynamically adjusts scene configurations through automated merging and splitting operations. Rather than manually managing complex scene structures, the system responds to player count thresholds by automatically reconfiguring scene boundaries and associations. This dynamic approach manages complexity by using simple threshold-based rules to control what would otherwise be a complex management problem.
Solution Approach 2:
The scene management system operates autonomously by detecting player counts and automatically executing merging or splitting operations without requiring manual intervention. The system serves itself by monitoring its own state (player distribution) and self-correcting through automated scene reconfiguration, thereby managing complexity through self-service rather than external control.
3Productivity
If scenes are dynamically adjusted based on player count, then player distribution efficiency improves, but system operation complexity increases
Solution Approach 1:
The patent implements dynamic scene adjustment that automatically responds to changing player distributions. The system continuously monitors player counts and adjusts scene configurations in real-time, improving distribution efficiency by ensuring players are always optimally allocated. The operational complexity is managed through automated threshold-based decision-making rather than complex manual procedures.
Solution Approach 2:
The system employs feedback mechanisms by detecting player counts in each scene and using this information to trigger appropriate merging or splitting operations. This closed-loop feedback system continuously optimizes player distribution by comparing actual player counts against threshold values and automatically adjusting scene configurations to maintain efficiency, thereby managing complexity through automated feedback-driven control.
Data Source
AI summary
Provided are a game scene management method and system, an apparatus, and a medium, the method comprises: creating a game scene of a preset game to allow a logged-in player character to enter therein; detecting number of player characters in each game scene to obtain a game scene to be merged in which number of player characters is less than a threshold number for scene merging, in the case where the preset game has at least two game scenes; merging the game scenes based on the game scene to be merged, directly obtaining a merged game scene if number of player characters in the merged game scene is less than a threshold number for scene splitting, and splitting and merging the game scenes based on the game scene to be merged if number of player characters in the merged game scene is greater than the threshold number for scene splitting.
