Dynamic Player Grouping via Skill Level Comparison

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Solution Overview

Problem

Existing interactive game systems lack efficient methods for matching players into competitive groups based on skill levels and attributes, leading to unbalanced gameplay and reduced player engagement.

Innovation Solution

A system that evaluates player skill levels and attributes to dynamically match players into competitive groups, ensuring a balanced and competitive environment through processor-executed logic that compares and assigns players based on their relative skill levels and game character attributes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If players are assigned to groups randomly or in a predetermined manner, then the system complexity is reduced and ease of operation is improved, but the gameplay balance and player engagement deteriorate

Engineering Contradiction:
Improvegroup formation processVSAvoidgameplay balance
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system changes the parameter of group assignment from random/predetermined to skill-based matching. It evaluates multiple parameters including skill levels, play styles, and performance metrics to dynamically assign players to competitive groups, ensuring balanced gameplay while maintaining automated operation.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system enables players to self-evaluate and self-report their skill levels and play styles, which are then used for automatic group assignment. This reduces manual intervention while maintaining balanced group composition through player-provided data.

Inventive Principle:
Principle #25Self-service

2Reliability

If the system evaluates and compares multiple player attributes for group assignment, then the gameplay balance and competitiveness are improved, but the system complexity and processing requirements increase

Engineering Contradiction:
Improvecompetitive balanceVSAvoidmatching system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system segments the player evaluation process into distinct components: skill level assessment, play style analysis, and performance metric collection. Each segment handles a specific aspect of player evaluation, making the overall complex process more manageable and efficient through modular processing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary evaluation of player attributes before group assignment occurs. By pre-assessing skill levels, play styles, and performance metrics, the system prepares matching data in advance, reducing real-time processing complexity during actual group formation.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If dynamic skill-based grouping is implemented, then player engagement and enjoyment are improved, but the time required for group formation and tournament setup increases

Engineering Contradiction:
Improvepersonalized competitive experienceVSAvoidgroup formation time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system performs skill evaluation and group assignment preparations in advance before tournaments begin. By pre-assessing player attributes and pre-forming groups, the system minimizes the time required for group formation at the start of actual competitive events.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system continuously updates and maintains player skill profiles and performance data between tournaments. This ongoing evaluation creates a ready pool of matched player data that can be quickly deployed for new group formations, reducing setup time while maintaining personalized matching.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS9586145B2Virtual competitive group management systems and methods
Publication Date: 2017.03.07 FRESH BUILD GAMES INC
  • US9586145B2 patent drawing
  • US9586145B2 patent drawing
  • US9586145B2 patent drawing

AI summary

Virtual competitive group management systems and methods are provided herein. Exemplary systems may execute methods via one or more processors, which are programmed to compare one or more skill levels of a player to skill levels of a plurality competitors, wherein a skill level is associated with player competitiveness within the interactive game, determine at least one of the plurality of competitors who have at least one skill level that is greater than the skill level of the player, and place the player and the at least one of the plurality of competitors into a competitive group such that the player is at a competitive disadvantage to at least one of the plurality of competitors.