Historical Playthrough Matching for Fair Asynchronous Game Pairing

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing online gaming systems struggle to match players with similar skill levels and availability for competitive play, leading to unfair matches and reduced player engagement.

Innovation Solution

Implementing historical playthrough technology to simulate real-time competition by using recorded gameplay of previous players, combined with skill level assessments and dynamic pairing algorithms to ensure fair and engaging matches.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional real-time player matching is used, then players can compete against live opponents, but it becomes difficult to find players with similar skill levels and availability

Engineering Contradiction:
Improvematch fairnessVSAvoidplayer waiting time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent creates virtual copies of historical players by recording and replaying their gameplay data. These synthetic opponents are generated from recorded game states, player actions, and outcomes, allowing current players to compete against reconstructed versions of past players without requiring real-time human availability.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system performs preliminary actions by pre-recording player gameplay data and pre-processing it into reusable match content. Historical playthroughs are captured and stored in advance, then retrieved and replayed when needed, eliminating the need for real-time opponent availability while maintaining match fairness through skill-based selection.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If historical playthrough is used to simulate real-time competition, then player availability constraints are resolved, but the system complexity increases

Engineering Contradiction:
Improvegame availabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the gaming system into distinct functional modules: a recording module that captures historical gameplay data, a storage module that manages recorded content, a selection module that chooses appropriate historical opponents based on skill level, and a replay module that reconstructs and delivers the match. This modular architecture manages system complexity by separating concerns.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces an intermediary layer between the player and the opponent that manages historical playthrough data. This intermediary handles the complexity of recording, storing, retrieving, and replaying historical gameplay, shielding the player from system complexity while enabling versatile game availability.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If skill level assessments are performed on both real-time and historical players, then fair competition is achieved, but the matching process becomes more complex

Engineering Contradiction:
Improvecompetition fairnessVSAvoidmatching complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent changes the parameters used for skill assessment by evaluating historical players based on their recorded performance metrics such as win/loss records, score differentials, and game outcomes. These historical performance parameters are converted into skill ratings that can be directly compared with real-time players, enabling fair matching without requiring complex real-time analysis of historical data.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20260000997A1Historical playthrough for asynchronous events
Publication Date: 2026.01.01 AVIAGAMES INC
  • US20260000997A1 patent drawing
  • US20260000997A1 patent drawing
  • US20260000997A1 patent drawing

AI summary

Disclosed subject matter including methods, computer systems, and computer-readable media for selecting users to pair for a real-time user of interactive online applications, including skill-based video games. In some examples, when there are not enough other real-time users to pair with the real time user, the real-time user can be paired with a simulated user based on historical playthrough data generated by a prior game session with another user. Various techniques for assessing skill level of users, providing a historical playthrough experience for the real-time user, and selecting game content based on historical records selected based on comparing skill of the real-time user and other real time or historical playthrough users are disclosed. Data structures and techniques for efficiently identifying comparable historical records based on the assessed skill of the real-time user are disclosed.