Game Server Present Allocation for Progress Disparity

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Solution Overview

Problem

The interaction between players in games decreases due to differences in game progress levels, leading to reduced engagement and participation.

Innovation Solution

A server and information processor system that allows players to give and receive in-game content based on their progress levels, using a communication unit, memory for ID and status information, and a controller to execute processes for determining, storing, and transmitting present information, ensuring that players with varying progress levels can interact and participate equally.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If players with different game progress levels interact through common games or item exchange, then player engagement is maintained, but the interaction frequency decreases due to progress level disparities

Engineering Contradiction:
Improveplayer interactionVSAvoidinteraction frequency
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent applies local quality by providing different types of presents based on the receiver's progress level. High-progress players receive high-value presents (e.g., rare items, large amounts of currency) while low-progress players receive appropriate presents (e.g., tutorial items, small bonuses). This differentiation maintains interaction frequency across all progress levels by ensuring each player receives meaningful rewards suited to their stage in the game.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system changes the parameter of present value and type based on the receiver's progress level. The server determines present information by referencing progress level data, dynamically adjusting what is given without requiring manual intervention. This parameter-based adaptation resolves the contradiction by allowing high-frequency interaction across all levels while maintaining appropriate reward differentiation.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If presents are given to players with different progress levels, then player participation increases, but the present content may not be appropriate for the receiver's progress level

Engineering Contradiction:
Improveplayer participationVSAvoidpresent allocation
Core Design Contradiction:
ProductivityVSEase of manufacture

Solution Approach 1:

The system implements self-service by automatically determining appropriate present information based on the receiver's progress level. The server autonomously selects and allocates presents without requiring manual review or complex administrative processes. This automation maintains high player participation while simplifying present allocation to a straightforward database lookup and distribution process.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The server changes present parameters (type, value, rarity) based on the receiver's progress level parameter. This automated parameter adjustment ensures appropriate present allocation for each player's stage in the game while maintaining high participation rates, resolving the contradiction between engagement and allocation complexity.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If the system stores present information for later distribution, then player engagement is maintained through anticipation, but storage time management becomes complex

Engineering Contradiction:
Improveplayer engagementVSAvoidstorage time management
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system uses periodic action by setting predetermined standby times for present information storage. Presents are automatically distributed after specific time intervals or upon triggering events (e.g., login, level achievement). This periodic distribution mechanism maintains player engagement through anticipation while simplifying storage management to fixed-time or event-based triggers rather than complex continuous monitoring.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system performs preliminary action by pre-determining and storing present information before actual distribution. The server prepares present data in advance based on progress level, storing it until the predetermined action occurs. This preliminary preparation maintains engagement through anticipation while reducing complexity by having presents ready-to-distribute rather than requiring complex real-time allocation decisions.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10653954B2Server, information processor, recording medium, and game controlling method
Publication Date: 2020.05.19 UNIVERSAL ENTERTAINMENT CORP
  • US10653954B2 patent drawing
  • US10653954B2 patent drawing
  • US10653954B2 patent drawing

AI summary

The present invention is a server that causes a logged-in information processor to run a game among a plurality of information processors, comprising: executing to determine a present information of a content corresponding to a status information of the information processor of a transmission destination when receiving a present giving signal for giving a present to the information processor of the transmission destination identified by an ID information, and transmitting the present information to the information processor of the transmission destination, triggered by a predetermined action of the information processor of the transmission destination.