Game System Timing-Based Matching for Seamless Cooperative Play
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Solution Overview
Problem
Existing online multiplayer games often face challenges in matching players efficiently without interfering with single-player gameplay, leading to difficulties in cooperative play and potential delays or failures in game progression.
Innovation Solution
A game system and method that uses a server to match game apparatuses into communication groups based on timely matching requests, allowing players to join the same game stage without disrupting single-player progress, by synchronizing character positions and game processing across connected devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the game system waits for multiple players to match before starting the game, then cooperative multiplayer gameplay is improved, but game progression is delayed and single-player functionality is restricted
Solution Approach 1:
The system performs preliminary matching by grouping players into communication groups based on timing of matching requests before the game actually starts. This preliminary organization allows players to be ready for cooperative play without delaying game commencement, as the matching infrastructure is prepared in advance
Solution Approach 2:
The system dynamically adjusts the number of players in each communication group based on real-time matching requests. Communication groups can start with one player and expand to multiple players, allowing flexible transition between single-player and multiplayer modes without fixed constraints
2Ease of operation
If the game allows single-player mode without matching, then game accessibility is improved, but cooperative play opportunities are reduced
Solution Approach 1:
The communication group structure serves multiple functions: it supports single-player games when only one player is present, enables multiplayer games when multiple players match, and provides the framework for both game modes. This universal structure eliminates the need for separate systems for single-player and multiplayer modes
3Stability of the object's composition
If the system establishes strict matching rules for multiplayer, then player synchronization is improved, but matching success rate decreases
Solution Approach 1:
The system changes the timing parameter threshold dynamically - using a first predetermined time for strict matching when synchronization is critical, and a second predetermined time (longer duration) when matching success is prioritized. This parameter adjustment allows flexibility between synchronization quality and matching availability
Data Source
AI summary
A first game apparatus is associated with a first communication group in response to a first matching request. The first game apparatus starts first game processing of moving a first character. When a second matching request is made from a second game apparatus, if a difference in date and time between the second matching request and the first matching request is within a first predetermined time, the second game apparatus is preferentially associated with the first communication group. The second game apparatus starts second game processing in a state where a third character is placed at a position corresponding to a position of the first character. The first game apparatus places a fourth character at a position corresponding to a position of the second character without changing a progress status of first game processing.


