Game State Publishing for Asynchronous Team-Up Scheduling

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current games lack effective methods for players to communicate beyond in-game matches, limiting social interaction and reducing the success rate of team-up scheduling due to uncertainty about players' availability.

Innovation Solution

A game information processing method that allows players to set and publish their state information, including availability and mood, through a state selection and setting interface, enabling asynchronous team-up scheduling and enhancing social expression.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If players can only communicate through in-game matches and instant messaging, then the communication method is simple, but the interaction function is limited and social expression effect is reduced

Engineering Contradiction:
Improveinteraction functionVSAvoidcommunication system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the state information into multiple dimensions including availability state, mood state, and location state. Each dimension can be independently selected and configured by players, allowing flexible expression while maintaining a structured underlying system that manages complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent adds a new dimension of state information display by introducing graphical icons and visual indicators alongside text-based communication. This multi-dimensional approach enriches social expression without fundamentally complicating the communication infrastructure.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Loss of time

If players use instant messaging for post-game communication, then real-time interaction is possible, but asynchronous scheduling capability is lacking

Engineering Contradiction:
Improveteam-up scheduling efficiencyVSAvoidavailability indication
Core Design Contradiction:
Loss of timeVSEase of operation

Solution Approach 1:

The patent enables players to set their availability state in advance before actually being available for gameplay. This preliminary action allows other players to see when teammates will be online and plan team-ups accordingly, eliminating the need for real-time back-and-forth messaging to coordinate schedules.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If players' availability information is not displayed, then privacy is maintained, but team-up success rate decreases due to uncertainty

Engineering Contradiction:
Improveteam-up success rateVSAvoidavailability information
Core Design Contradiction:
ReliabilityVSLoss of information

Solution Approach 1:

The patent implements local quality by allowing different levels of information visibility for different aspects of player state. Players can control which dimensions (availability, mood, location) are visible to others, providing just enough information to improve team-up success while maintaining appropriate privacy boundaries.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20250262548A1Game information processing method and apparatus, computer device, and computer-readable storage medium
Publication Date: 2025.08.21 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250262548A1 patent drawing
  • US20250262548A1 patent drawing
  • US20250262548A1 patent drawing

AI summary

A game information processing includes: presenting a state selection interface in response to a trigger operation on a state setting entry displayed on a game application interface, at least one to-be-selected state type being presented on the state selection interface; determining a target state type in response to a state selection operation received through the state selection interface; presenting a state setting interface when it is determined, based on the target state type, a state setting needs to be performed; acquiring state information in response to a state setting operation received through the state setting interface, the state information including at least state content and interaction permission information; and publishing a state based on the state information in response to a setting completion operation received through the state setting interface, and presenting the state information on a player list interface and a personal information presentation interface.