Player-Density Chat Room Clustering for Regional Connection Stability

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In location-based parallel reality games, players often move out of range of their original chat room, disconnecting them from nearby players, and existing systems fail to efficiently distribute chat rooms based on player density and real-world geography.

Innovation Solution

A game server determines chat room locations by clustering player locations into centroid areas, balancing player distribution and adjusting clusters to account for natural groupings, using iterative k-means clustering and border adjustment to evenly disperse chat rooms based on player density and real-world points of interest.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If chat rooms are fixed at specific locations in the virtual world, then players can connect to nearby players at those locations, but players moving to new real-world locations become disconnected from relevant chat rooms

Engineering Contradiction:
Improveconnection stabilityVSAvoidlocation adaptability
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic chat room assignment where chat room membership is not fixed to specific virtual locations but is continuously updated based on real-time player density calculations. The system recalculates chat room assignments as players move through the real world, ensuring players remain connected to relevant chat rooms regardless of their physical location changes.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of chat room assignment from static location-based to dynamic density-based. By using player density as the determining factor rather than fixed geographic boundaries, the system adapts chat room membership to current player distribution, maintaining connection reliability while accommodating player movement.

Inventive Principle:
Principle #35Parameter changes

2Area of stationary object

If chat rooms are distributed evenly across the virtual world, then coverage area is maximized, but natural player groupings and high-density areas may not be adequately served

Engineering Contradiction:
Improvechat room coverage areaVSAvoidplayer distribution balance
Core Design Contradiction:
Area of stationary objectVSManufacturing precision

Solution Approach 1:

The patent applies local quality by making chat room density proportional to local player concentration. High-density player areas receive more chat rooms or larger chat room capacities, while low-density areas receive fewer. This non-uniform distribution ensures that chat room placement matches actual player needs rather than applying uniform spacing across all regions.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system uses feedback from player location data to continuously adjust chat room placement. By monitoring where players congregate in the real world and recalculating density metrics, the system adapts chat room distribution to match actual player patterns, ensuring both adequate coverage and proper balance.

Inventive Principle:
Principle #23Feedback

3Productivity

If chat rooms are placed only at high-density player locations, then player connection efficiency is improved, but coverage in low-density areas is reduced

Engineering Contradiction:
Improveconnection efficiencyVSAvoidchat room coverage area
Core Design Contradiction:
ProductivityVSArea of stationary object

Solution Approach 1:

The system applies partial action by concentrating chat room resources in high-density areas where they provide maximum connection efficiency, while using a different mechanism (such as mobile chat rooms or extended range) to provide minimal coverage in low-density areas. This ensures efficient resource allocation while maintaining basic coverage across the entire service area.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentEP4054732B1Player density based region division for regional chat
Publication Date: 2025.08.13 NIANTIC INC
  • EP4054732B1 patent drawingFigure 1
  • EP4054732B1 patent drawingFigure 2
  • EP4054732B1 patent drawingFigure 3

AI summary

The virtual location of a player in a location-based game is determined from the real-world location of the player's client device. The location-based game provides the player access to one or more chat room based on their location. To determine the locations of chat room, a server analyzes player locations in a geographic region, clusters player locations to identify centroids, and adjusts the clusters based on constraints. The server selects chat room locations (e.g., at points of interest) to more evenly balance the number of players in each chat room while complying with one or more restraints on the size of the geographic area served by each chat room.