Server-Based Game Grouping for Multiplayer Voice Chat

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Solution Overview

Problem

Existing communication systems for multi-player games lack efficient methods for user association, game situation management, and group communication, leading to fragmented user experiences and inefficient voice chat management.

Innovation Solution

A communication system comprising game devices and terminals connected via servers that associate users through identification information, manage game situations, and facilitate group communication by sending information on group formations, enabling seamless voice chat and multi-play operations across networks.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If users are associated through identification information and automatic grouping is implemented, then communication efficiency and user experience are improved, but system complexity and processing requirements increase

Engineering Contradiction:
Improvecommunication efficiencyVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The server acts as an intermediary that centralizes the complex tasks of user association, game situation management, and group formation. By moving these processing requirements from individual game devices to a centralized server, the system achieves improved communication efficiency while the complexity is managed in a dedicated component rather than distributed across all devices.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system performs preliminary association of users with game devices and pre-establishes group formations based on game situations before actual communication occurs. This preliminary organization allows for efficient communication during gameplay without requiring complex real-time processing during critical communication moments.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If group information is sent to all communication terminals, then communication connectivity is improved, but network traffic and data transmission load increase

Engineering Contradiction:
Improvecommunication connectivityVSAvoidnetwork traffic
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

Group information is selectively transmitted only to communication terminals that are members of the relevant groups, rather than broadcasting to all terminals universally. This targeted approach maintains reliable connectivity for all necessary participants while minimizing unnecessary network traffic to terminals that do not require the information.

Inventive Principle:
Principle #3Local quality

3Ease of operation

If game situation management is centralized on servers, then coordination and communication are improved, but server processing load and operational complexity increase

Engineering Contradiction:
Improvecoordination efficiencyVSAvoidserver complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The server is designed to handle multiple functions including user association, game situation management, group formation, and information distribution within a single centralized system. This multi-functional approach improves coordination efficiency across all these operations while avoiding the need for multiple separate complex systems, thereby managing overall server complexity through consolidation.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS11865462B2Communication system, server and information-processing method
Publication Date: 2024.01.09 NINTENDO CO LTD
  • US11865462B2 patent drawing
  • US11865462B2 patent drawing
  • US11865462B2 patent drawing

AI summary

Exemplary communication system 1 includes game devices 10, communication terminals 20, and game support server 30. Game devices 10 enable users to perform a multi-play activity. Each of communication terminals 20 runs an application associated with corresponding game device 10. Game support server 30 divides communication terminals 20 into separate communication groups in accordance with a situation of the multi-play activity performed by game devices 10 so that communication terminals 20 belonging to a same communication group can communicate with each other.