Matchmaking System Using Player Refusal Detection
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Solution Overview
Problem
Existing game systems struggle to prevent illegal acts such as unfair advantage and harassment in online communication games, as existing deterrents are ineffective against modifying game software and premature disconnections.
Innovation Solution
A game system incorporating a refusal determiner and restriction information updater to detect and penalize players who engage in illegal acts by updating restriction information and adjusting game attributes based on player behavior, ensuring fair gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If abnormal processing is performed when communication is disconnected, then the player's will to commit illegal acts is reduced, but it cannot prevent illegal acts of modifying game software or harassment
Solution Approach 1:
The system implements feedback by monitoring communication status and player behavior, then applying penalties such as updating restriction information and adjusting game attributes. This creates a closed-loop system where illegal acts are detected and responded to dynamically, expanding protection beyond simple disconnection detection to cover software modification and harassment through behavioral analysis and opponent feedback.
Solution Approach 2:
The server acts as an intermediary between players, mediating communication and enforcing rules. The server monitors game states, detects illegal acts through communication patterns, and applies penalties without direct player intervention. This intermediary mechanism enables comprehensive monitoring and penalty enforcement that extends to various types of illegal acts including software modification detection through communication anomalies.
2Reliability
If restriction information is updated for players who refuse to continue communication, then illegal acts and harassment are reduced, but system complexity increases
Solution Approach 1:
The restriction information update mechanism serves multiple functions: it penalizes illegal acts, prevents harassment, maintains game fairness, and guides matchmaking decisions. This single mechanism handles various types of player misconduct uniformly, reducing the need for separate detection and penalty systems for different illegal act types.
Solution Approach 2:
The system changes game parameters such as attribute values and matchmaking eligibility based on player behavior. Instead of complex structural changes, the system dynamically adjusts numerical parameters like player attributes and restriction levels to enforce fairness, maintaining system simplicity while achieving reliable penalty enforcement.
3Reliability
If game attributes are adjusted based on player behavior, then fair gameplay is maintained, but measurement and detection difficulty increases
Solution Approach 1:
The system uses feedback from communication patterns and game outcomes to infer player behavior. By monitoring whether players refuse to continue communication or exhibit abnormal patterns, the system indirectly detects illegal acts without requiring direct observation of software modification or harassment, making detection feasible through observable communication behavior.
Solution Approach 2:
The system enables opponents to serve as detectors of illegal acts through their communication responses. When a player engages in harassment or unfair behavior, the opponent's refusal to continue communication or abnormal response patterns automatically trigger detection and penalty mechanisms, eliminating the need for complex external monitoring systems.
Data Source
AI summary
A game system includes a server, and the server can communicate with and is connected to a plurality of game apparatuses via a network. In a case that a currently-connecting message is not received from any game apparatus during a communication game, the server determines that the game apparatus prematurely ends the communication game, and adds a bad reputation score of each of the players who is participating in the communication game. Furthermore, if the communication game is ended, and there is a game apparatus that refuses to participate in a next communication game, the bad reputation score of the game apparatus who permits participating in the next communication game is added. For example, the player having a high bad reputation score is refused to participate in the next communication game.


