Server Apparatus for Mobile Game Opponent Selection
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Solution Overview
Problem
Existing online match-up games face challenges in allowing users to quickly find compatible opponents, especially when the number of logged-in users is low, leading to delayed or unsuccessful match-ups due to reliance on pre-registered personal information, which may not reflect current user availability or gaming preferences.
Innovation Solution
A server apparatus that stores user information on past match-ups and login status, allowing it to extract and list likely opponents based on recent activity, game history, and preferences, facilitating immediate match-ups by sending challenge messages and managing game start and end processes through a network.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the matching method uses pre-registered personal information to find compatible users, then user compatibility can be assessed, but the number of available opponents is limited and match-up response time is delayed
Solution Approach 1:
The system performs preliminary actions by pre-calculating compatibility scores for all users based on their registered personal information and storing this data in advance. When a match-up is requested, the system queries this pre-computed data to quickly identify compatible opponents without needing to assess compatibility in real-time, thus reducing response time while maintaining reliability.
Solution Approach 2:
The system dynamically adjusts the matching process by combining pre-computed compatibility data with real-time user availability status. The candidate extraction unit filters users based on both pre-stored compatibility information and current login state, allowing the system to adapt to changing conditions while maintaining efficient matching performance.
2Productivity
If the system selects compatible users from currently logged-in users only, then immediate play is enabled, but the pool of compatible opponents becomes limited when few users are online
Solution Approach 1:
The system expands the search dimension from purely temporal (currently logged-in users) to spatial-temporal (users who were recently active or are likely to be available). By incorporating users based on recent activity patterns and predicted availability, the system increases the opponent pool while maintaining the ability to organize immediate play through the match-up challenge mechanism.
Solution Approach 2:
The system introduces an intermediary mechanism (match-up challenge mail) that decouples the opponent selection from immediate availability requirements. The candidate list includes users who may not be currently logged in but are identified as likely to play, and the challenge system facilitates coordination between challenger and acceptor, enabling immediate play despite extended search criteria.
3Adaptability or versatility
If the system informs users of compatibility and waits for their OK, then user preference is respected, but match-up initiation is delayed and user interest may wane
Solution Approach 1:
The system performs preliminary action by pre-identifying compatible users and preparing candidate lists before the actual match-up request. When a user initiates a match-up challenge, the system has already filtered and ranked potential opponents based on compatibility, allowing for rapid presentation of suitable candidates without requiring time-consuming real-time compatibility assessment or waiting for user responses to compatibility inquiries.
Solution Approach 2:
The system maintains continuous operation by automatically managing the match-up process from challenge issuance to game initiation without requiring continuous user intervention. The background process continuously monitors user availability, manages candidate lists, and coordinates match-ups, ensuring that the useful action of finding and organizing games continues uninterrupted regardless of user response timing.
Data Source
AI summary
Disclosed is a technology that allows a plurality of mobile phones to execute a game. Utilization information is stored for each mobile phone which indicates other mobile phones that have played or tried to play the game with the mobile phone. A request is received from a challenger mobile phone for selecting an opponent of a match-up in the game. Opponent candidates are selected from among the other mobile phones based on the utilization information. A list of the opponent candidates is transmitted to the challenger mobile phone. The challenger mobile phone selects an opponent mobile phone from the list. A match-up challenge is sent to the opponent mobile phone. When acceptance information is received from the opponent mobile phone, match-up start mail is transmitted to the challenger mobile phone and the opponent mobile phone.


