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

VSEngineering 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

Engineering Contradiction:
Improvematching speedVSAvoidmatching success rate
Core Design Contradiction:
ProductivityVSReliability

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #35Parameter changes

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

Engineering Contradiction:
Improvematching flexibilityVSAvoidteam composition balance
Core Design Contradiction:
Ease of operationVSManufacturing precision

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #3Local quality

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

Engineering Contradiction:
Improvequeue structure complexityVSAvoidmatching accuracy
Core Design Contradiction:
Device complexityVSReliability

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS9149725B2Method and server for PVP team matching in computer games
Publication Date: 2015.10.06 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US9149725B2 patent drawing
  • US9149725B2 patent drawing
  • US9149725B2 patent drawing

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.