Game System Dynamic Player Matching Across Virtual Spaces

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Solution Overview

Problem

Existing online multiplayer game systems often face issues with player matching, leading to insufficient player numbers for multiplayer games and increased processing loads due to limited player visibility and network processing constraints.

Innovation Solution

A game system that allows players to select stages across multiple virtual game spaces and worlds, enabling matching with players who have selected the same stage at close times, and dynamically adjusts player groups and game spaces to optimize player connections and reduce processing loads.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If players are limited to matching only within the same virtual lobby, then network processing is simplified, but the number of available players for matching is insufficient

Engineering Contradiction:
Improvenumber of available playersVSAvoidnetwork processing complexity
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The patent segments the virtual game space into multiple lobbies or regions, allowing players to be matched across different segments. This enables a broader player pool while maintaining manageable network processing through structured organization of player groups.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a new dimension to player matching by allowing players to be matched not only within the same lobby but also across different lobbies or virtual spaces. This dimensional expansion increases the number of available players while the server manages the additional complexity through coordinated matching protocols.

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

2Productivity

If a large number of players are included in the lobby to increase matching opportunities, then the number of players that can be matched increases, but the processing load such as network processing is increased

Engineering Contradiction:
Improvematching speedVSAvoidnetwork processing load
Core Design Contradiction:
ProductivityVSPower

Solution Approach 1:

The patent implements preliminary actions by pre-organizing players into lobbies or virtual spaces before matching occurs. This pre-organization allows the system to efficiently manage and process player connections during actual matching, reducing real-time processing load while maintaining high matching productivity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces the server as an intermediary that manages the matching process between players. The server acts as a mediator that coordinates connections across different lobbies and player groups, enabling high matching productivity while distributing the processing load to avoid overwhelming any single network connection.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If players can only see and interact with other players in the same virtual space, then rendering and interaction are simplified, but player presence is not visually conveyed effectively

Engineering Contradiction:
Improveplayer interactionVSAvoidplayer presence information
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The patent uses visual representations or avatars as copies of player characters to convey presence across different virtual spaces. These visual copies allow players to see and interact with other players even when they are not in the same immediate virtual space, maintaining ease of operation while eliminating loss of presence information.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20240416230A1Game system, game processing method, and non-transitory computer-readable storage medium having game program stored therein
Publication Date: 2024.12.19 NINTENDO CO LTD
  • US20240416230A1 patent drawing
  • US20240416230A1 patent drawing
  • US20240416230A1 patent drawing

AI summary

A game apparatus connects to a first other game apparatus group on the basis of a result of a first matching process, and renders a first virtual game space. While the first virtual game space is displayed, when a predetermined stage is selected to be played, a second matching process is performed. In the second matching process, a second other game apparatus group and the game apparatus are matched with selected one or more other game apparatuses as the second other game apparatus group without being limited to the first other game apparatus group matched by the first matching process.