Game Management Server Scheduling and Opponent Matching

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Solution Overview

Problem

Conventional multiplayer games via networks often fail to match players with suitable opponents, leading to uneven gaming experiences due to differing experience levels.

Innovation Solution

A game management server and system that allow users to schedule and manage multiplayer games, enabling users to announce and reserve participation in games, ensuring opponents are matched based on skill levels, with features like entry management, execution, and result presentation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If a multiplayer game is announced and players are matched immediately, then the game can start quickly, but players may not be matched with appropriate opponents of similar skill levels

Engineering Contradiction:
Improvetime to start gameVSAvoidquality of opponent match
Core Design Contradiction:
Loss of timeVSReliability

Solution Approach 1:

The system performs preliminary actions by announcing the game in advance and collecting entry reservations before the actual game starts. This allows time for proper opponent matching while ensuring players are committed to participating, thus resolving the contradiction between quick start and quality matching.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If opponent matching is performed carefully to ensure appropriate skill levels, then gameplay quality improves, but the process becomes more complex and time-consuming

Engineering Contradiction:
Improvequality of opponent matchVSAvoidcomplexity of matching system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

Players themselves perform the matching function by registering their skill levels and preferences in advance. The system automatically matches players based on this pre-registered information, eliminating the need for complex real-time matching algorithms while ensuring quality opponents are paired.

Inventive Principle:
Principle #25Self-service

3Reliability

If players are allowed to reserve entries in advance, then opponent matching quality improves, but the system requires more management functions

Engineering Contradiction:
Improvequality of opponent matchVSAvoidcomplexity of entry management
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

Entry reservations are collected in advance before the game starts, allowing the system to organize matches based on pre-registered player information. This preliminary collection of data simplifies the actual matching process while ensuring quality opponent pairing.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS7798906B2Game system and game managing server
Publication Date: 2010.09.21 SONY INTERACTIVE ENTERTAINMENT LLC
  • US7798906B2 patent drawing
  • US7798906B2 patent drawing
  • US7798906B2 patent drawing

AI summary

In a game management server that manages a network multiplayer game, a game-holding-prior-notice-receiving unit receives a date and time for a prospective multiplayer game being held, and conditions for holding the game, and the unit registers them into a database. An entry-reservation-receiving unit announces a prior notice of the meeting being held and calls for participants. A user who desires to participate requests the entry-reservation-receiving unit to make an entry reservation. When receiving the entry reservation, the entry-reservation-receiving unit registers the reservation into a database. When the date and time that the meeting is expected to be held arrives, the execution managing unit generates data necessary for executing the meeting and manages the execution of the meeting to be held. A result presenting unit presents the result of the meeting.