Online Video Game Tournament Server Dynamic Matchmaking
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Solution Overview
Problem
Current online video game tournament systems face challenges in accommodating large numbers of players, as they require rigid scheduling, which can be inconvenient and lead to player frustration, and often result in impractical logistics for very large tournaments, limiting participation due to time constraints and skill mismatch issues.
Innovation Solution
A system and method for conducting online video game tournaments involving a series of levels, where players register and are matched based on skill ratings, allowing them to play at their own pace, with the tournament server managing match-ups and prize distribution, enabling flexible participation and reducing the need for rigid scheduling.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If rigid scheduling is used to manage tournament matches, then match organization and prize distribution are simplified, but player convenience and participation flexibility deteriorate
Solution Approach 1:
The patent implements dynamic match scheduling where players can queue for matches at any time rather than being fixed to predetermined slots. The system automatically matches players from ready lists when opponents are available, creating a flexible, demand-driven schedule that adapts to player availability while maintaining organized tournament structure.
Solution Approach 2:
Players independently indicate when they are ready to play by adding themselves to ready lists, eliminating the need for manual scheduling. The system automatically handles match assignment, timing, and progression through levels, allowing players to participate without requiring coordination or schedule modification.
2Ease of operation
If players are matched based on skill ratings, then match quality and player enjoyment are improved, but system complexity and matching algorithm requirements increase
Solution Approach 1:
The system performs preliminary sorting of players into levels based on their skill ratings before matches occur. This pre-categorization simplifies the actual matching process during tournaments, as players are automatically assigned to appropriate levels and ready lists without requiring complex real-time matching algorithms.
Solution Approach 2:
The patent uses skill ratings as a key parameter to dynamically assign players to different levels and match them with appropriate opponents. By changing the matching criterion from random or manual selection to skill-based parameter matching, the system achieves better player experience while maintaining manageable complexity through automated parameter comparison.
3Adaptability or versatility
If tournaments are structured with multiple levels, then player progression and skill matching are improved, but tournament duration and time commitment increase
Solution Approach 1:
The patent divides the tournament into multiple levels based on player skill ratings, creating distinct tiers (Level 1, Level 2, etc.) that players progress through sequentially. This segmentation allows players to be matched with appropriate opponents at each level while providing a clear progression path that manages tournament duration through structured stages rather than a single extended bracket.
Solution Approach 2:
The system operates in periodic cycles where players indicate readiness, the system checks for available opponents, and matches are arranged when conditions are met. This periodic operation allows tournaments to progress at the pace of player availability rather than forcing a fixed timeline, reducing overall duration while maintaining multi-level skill matching capability.
4Ease of operation
If players can play at their own pace, then participation flexibility and player satisfaction are improved, but tournament scheduling and coordination complexity increase
Solution Approach 1:
The patent introduces ready lists as an intermediary mechanism between players and the matching system. Players simply add themselves to the appropriate level's ready list when available, and the system uses this list as an intermediary queue to automatically match players with opponents when ready, significantly reducing coordination complexity while maintaining player flexibility.
Solution Approach 2:
The system automatically manages all scheduling and coordination tasks by having players simply indicate their readiness status. The tournament server handles all matching logic, timing coordination, and level progression automatically based on player inputs, eliminating the need for complex manual coordination while preserving player freedom to play at their own pace.
Data Source
AI summary
The present invention is a system and method for conducting online video game tournaments involving a series of levels. The system comprises a tournament server connected to a communications network that is in electronic communication with remotely located players who register for the tournament. The server maintains a record of registered players competing in the tournament indicating at which level each player is eligible to play and, after players indicate they are ready to play a match, the server matches players who are ready to play at the same level. This matching may be repeated at regular intervals. After being matched, players play a match and the results are reported back to the server which may award prizes or allow players to unlock other levels based on the results. In general, a player who wins a pre-defined number of matches is a row wins a grand prize.


