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
Engineering 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
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.
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.
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
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.
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.
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
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.
Data Source
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.


