Game Server Player Score Comparison via Selective Data Extraction
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Solution Overview
Problem
In network-type game systems, players cannot compare their scores with specific players, such as friends, as existing systems only display overall rankings without individual player data.
Innovation Solution
A game system where players can register and view game results of specific other players by using a game server that stores player identifiers and result information, allowing communication only when necessary, reducing storage and communication resources.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If all player ranking data is transmitted to each game device, then players can compare scores with any player, but communication bandwidth and data transmission resources are wasted
Solution Approach 1:
The patent extracts and transmits only the specific player's score data that is requested, rather than transmitting all player ranking data. When a player requests to view another player's score, the server identifies the target player and transmits only that player's score information, significantly reducing communication bandwidth usage while maintaining the score comparison capability.
Solution Approach 2:
The system performs preliminary identification of the target player using a player ID before transmitting score data. The server first receives the player ID from the requesting device, identifies the target player based on this ID, and then retrieves and transmits only the relevant score data. This preliminary identification action prevents unnecessary data transmission.
2Adaptability or versatility
If player identifiers and result information are stored for all players, then any player can be identified and their results viewed, but storage resources are consumed
Solution Approach 1:
The server extracts and stores only the essential player identification data (player ID) and corresponding result information in its storage unit. When a score viewing request is received, the server extracts only the specific player's score data associated with that player ID from the stored information, rather than storing or transmitting all player data. This minimizes storage resource consumption while maintaining full player identification and score viewing capabilities.
3Loss of information
If complete ranking data is displayed at each game device, then players can see all player scores, but device memory and display resources are used
Solution Approach 1:
The game device extracts and stores only the specific player's score data that is requested from the server, rather than storing complete ranking data for all players. The device receives the player ID, requests the specific player's score, receives only that data from the server, and displays it. This significantly reduces device memory usage while maintaining score information availability for comparison purposes.
Data Source
AI summary
A game system has a plurality of game devices (1), and a game server device (3) that communicates the game devices (1) to obtain a game result for each of a plurality of players, and a plurality of portable terminals (terminal devices) (4) operated individually by at least one of the players. The game server device (3) stores a private player identifier for identifying each of a plurality of players in association with a game result. The game server device (3) also stores a private player identifier of one of the players in association with a private player identifier of a competitor player specified by the one player. The game server device (3), upon receiving a view request from the game device (1) a view request instructing that a game result of the competitor player be transmitted as a response, transmits a view response containing the game result.


