Server Device Group Formation Automation
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Solution Overview
Problem
In social games, new groups cannot progress until a certain number of players participate, leading to lost time and reduced game attractiveness as players cannot play until the group is fully formed.
Innovation Solution
A server device and method that allows a new group to participate in games once the required number of players accepts participation, storing the group as a new entity in the information storage unit once the participation threshold is met, enabling immediate gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If a new group is created in the social game, then the group structure is established for future gameplay, but the group cannot progress or play games until a certain number of players participate, resulting in lost time and reduced game attractiveness
Solution Approach 1:
The server device performs preliminary actions by automatically inviting players to join the newly created group and transferring them from their current groups. This preliminary population of the group eliminates the waiting time issue, as the group immediately has enough members to function and play games without requiring the creator to manually recruit members.
Solution Approach 2:
The server device acts as an intermediary between the group creator and potential members. It automatically manages the invitation and transfer process, mediating the group formation without requiring direct player-to-player coordination. This intermediary function resolves the contradiction by automating what would otherwise be a time-consuming manual process.
2Stability of the object's composition
If players are required to reach a certain number before a new group can act, then group stability is ensured, but player engagement and game attractiveness are reduced due to inability to play during group formation
Solution Approach 1:
The server device performs preliminary actions by automatically inviting players to join the newly created group and transferring them from their current groups. This preliminary population of the group eliminates the waiting time issue, as the group immediately has enough members to function and play games without requiring the creator to manually recruit members.
Solution Approach 2:
The system provides self-service by automatically handling group population through server-initiated invitations and player transfers. The group creator does not need to manually recruit members or wait for others to join - the system serves itself by automatically populating the group, thus maintaining stability while enabling immediate gameplay accessibility.
3Adaptability or versatility
If manual group recruitment is required, then player choice and consent are respected, but group formation time increases and game progress is delayed
Solution Approach 1:
The server device performs preliminary actions by automatically inviting players to join the newly created group and transferring them from their current groups. This preliminary population of the group eliminates the waiting time issue, as the group immediately has enough members to function and play games without requiring the creator to manually recruit members.
Solution Approach 2:
The system skips the manual recruitment step by automatically inviting and transferring players to the new group. This rushing through of the group formation process maintains player autonomy (players can still accept or decline invitations) while dramatically increasing group formation speed and productivity.
Data Source
AI summary
Provided is a social game capable of, when a new group is created, allowing such a group to progress a game smoothly. A server device that provides a game, in which a plurality of players can participate, is connected to terminal devices operated by the players via a communication line, and comprises: an information storage unit; and a control unit. The information storage unit stores information on a first group, in which the players participate, and information on a second group, in which the players are supposed to participate; the control unit receives notification on acceptance of participation in the second group from the terminal devices, and when it is determined that the number of players in the second group reaches a certain number, stores the second group as a new first group at the information storage unit.


