Team Matching Queues for Balanced Player Allocation
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Solution Overview
Problem
Current team battle matching methods in online games often result in high false matching rates due to uneven team compositions, leading to matching failures when trying to form balanced teams for modes like 8 vs. 8, as teams with 4, 3, 1, and 2 players cannot be adequately matched.
Innovation Solution
A computer-implemented method and server system that allocates teams with equal numbers of players into matching queues, selects teams from these queues with the maximum number of players, and determines if the total number of players meets a preset requirement for battle camp allocation, ensuring balanced team compositions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If teams are selected according to registration order to meet quantity requirements, then the matching process is simple and fast, but the false matching rate increases and matching success rate decreases
Solution Approach 1:
The patent segments teams into different queues based on their player counts (e.g., teams with 1 player, 2 players, 3 players, etc. form separate queues). This segmentation allows the system to systematically combine teams from different queues to achieve balanced 8vs8 matches, rather than simply selecting teams in registration order. The segmentation resolves the contradiction by enabling reliable matching while maintaining operational efficiency through structured queue management.
Solution Approach 2:
The patent changes the selection parameter from fixed registration order to dynamic player count-based queue assignment. Teams are allocated to different queues based on their player numbers, and the matching algorithm selects teams by combining queues strategically. This parameter change enables the system to achieve both high matching success rates and efficient processing by adapting queue selection based on current team compositions.
2Ease of operation
If teams with unequal player numbers are combined to meet quantity requirements, then the matching process is flexible and fast, but team composition becomes unbalanced leading to false matching
Solution Approach 1:
By segmenting teams into player-count-based queues, the system maintains flexibility in combining different team sizes while ensuring balanced compositions. For example, teams with 2 players can be combined with teams with 3 players from different queues to form balanced 8-player sides, rather than forcing equal-sized teams. This segmentation approach preserves matching flexibility while achieving composition balance.
Solution Approach 2:
The patent applies local quality by treating teams with different player counts differently through queue-based allocation. Each queue represents a specific player count category, and the matching algorithm strategically combines teams from different queues to achieve local balance in each match composition. This allows flexible combination of unequal teams while maintaining overall composition balance.
3Device complexity
If all teams are placed in a single queue and selected in order, then the system structure is simple, but the false matching rate increases due to inability to form balanced teams
Solution Approach 1:
The patent divides the single queue into multiple player-count-based queues (Queue 1 for 1-player teams, Queue 2 for 2-player teams, etc.). This segmentation increases structural complexity but dramatically improves matching accuracy by enabling systematic combination of teams from different queues to form balanced 8vs8 matches, eliminating the false matching problems of single-queue systems.
Solution Approach 2:
The patent transitions from a one-dimensional single queue structure to a multi-dimensional queue system where teams are organized by player count. This dimensional change allows the matching algorithm to select teams from multiple dimensions (different player count queues) simultaneously, achieving balanced compositions while managing complexity through structured organization.
Data Source
AI summary
A computer-implemented method for team battle matching in a computer game is provided. The method includes obtaining registration information and player number information for teams to participate in a team battle having two battle camps and creating a plurality of matching queues. The method also includes allocating teams having equal number of players to a same matching queue based on the player number information and selecting one team from a matching queue allocated with one or more teams having the maximum number of players. Further, the method includes determining whether a total number of players in the selected team is equal to a preset number and allocating the team to a battle camp when the total number of players of the selected team is equal to the preset number.


