Virtual Matchmaking Chambers for Load-Balanced Game Sessions

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Solution Overview

Problem

Existing match-making systems for battle games in virtual spaces lack efficient mechanisms for user interaction and management, particularly in high-demand scenarios, leading to inefficiencies and limitations in user placement and match-making processes.

Innovation Solution

A match-making system that utilizes a virtual space with distinct rooms (entrance, normal, and special battle rooms) and chamber management, allowing users to customize avatars, perform match-making, and spectate games, with chamber IDs and load balancing to optimize user placement and game execution.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a virtual space is used for match-making in battle games, then user interaction and game management are enhanced, but system complexity increases due to multiple rooms and chambers

Engineering Contradiction:
Improveuser interactionVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The virtual space is divided into multiple rooms (entrance room, normal battle room, special battle room) and chambers, each serving specific functions. This segmentation allows users to navigate through structured zones for different match-making scenarios while managing system complexity through modular organization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Chambers act as intermediary units between rooms and individual match-making instances. Each chamber can accommodate multiple users and manage multiple match-making processes simultaneously, serving as a mediating layer that simplifies the overall system architecture while enhancing user interaction capabilities.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If multiple chambers are provided for match-making, then match-making efficiency is improved, but load management becomes more difficult

Engineering Contradiction:
Improvematch-making efficiencyVSAvoidload management
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The server manages chambers by tracking their usage states and dynamically assigning users to appropriate chambers based on real-time conditions. This feedback mechanism allows efficient load distribution across multiple chambers while maintaining match-making productivity.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system changes operational parameters of chambers dynamically, such as capacity limits, access rights, and assignment priorities. By adjusting these parameters based on demand, the system optimizes match-making efficiency while managing load across different chambers.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If chamber capacity is increased to handle more users, then user throughput is improved, but resource consumption increases

Engineering Contradiction:
Improveuser throughputVSAvoidresource consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system provides multiple chambers with varying capacities to match different user demands. Instead of creating one large chamber, the system uses multiple smaller chambers that can be activated or deactivated based on actual usage patterns, optimizing resource consumption while maintaining adequate user throughput.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20250360423A1Information processing device, computer-readable storage medium, and match-making system
Publication Date: 2025.11.27 BANDAI CO LTD
  • US20250360423A1 patent drawing
  • US20250360423A1 patent drawing
  • US20250360423A1 patent drawing

AI summary

An information processing device executes a display control process of displaying a virtual space in which virtual characters associated with users are movably placed and in which a match-making for a game in which a plurality of users participate is possible; and a control process of triggering execution of the game, wherein the virtual space is configured in a form of a chamber, and a virtual item of a first type for triggering the execution of the game and a virtual item of a second type for displaying a play content in the game are placed inside the chamber; a user is classified into a first user who is playing the game and a second user who is not playing the game; and a virtual character associated with the second user is displayed in a mode in which the virtual character views the virtual item of the second type.