Video Game Matching System Using Pre-computed Compatibility Data

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Solution Overview

Problem

Conventional video game matching systems often result in prolonged waiting times for users, leading to increased stress, as they wait for matches to be completed.

Innovation Solution

A video game processing system and program that includes an arranging function to place users in frames based on content, a matching function to match users satisfying predetermined conditions, and an extracting function to prioritize users who have not cleared content, reducing waiting times by efficiently matching users with suitable content.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If conventional matching systems are used to match users in video games, then users can be matched with appropriate opponents or teammates, but the waiting time until matching becomes longer causing stress to users

Engineering Contradiction:
Improvematching accuracyVSAvoidwaiting time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by pre-calculating and storing compatibility information between users before matching is needed. The compatibility between each pair of users is calculated in advance and stored in a database, so when matching is required, the system can quickly retrieve pre-computed compatibility data rather than calculating it in real-time, thereby reducing waiting time while maintaining matching accuracy

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The matching process is segmented into distinct phases: compatibility calculation phase (performed in advance) and matching execution phase (performed when needed). By dividing the overall matching process into these separate segments, the system can perform computationally intensive compatibility calculations beforehand and only execute the simpler matching retrieval process when users need to be matched, thus reducing the waiting time experienced by users

Inventive Principle:
Principle #1Segmentation

2Loss of time

If the system prioritizes matching speed over accuracy, then waiting time is reduced, but the quality of matching deteriorates

Engineering Contradiction:
Improvewaiting timeVSAvoidmatching quality
Core Design Contradiction:
Loss of timeVSReliability

Solution Approach 1:

The system performs preliminary compatibility calculations and stores the results in advance. This allows the matching process to quickly retrieve pre-computed compatibility information without sacrificing matching quality, as the comprehensive compatibility analysis has already been performed beforehand

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates copies of compatibility data for efficient retrieval. By storing compatibility information in a database structure optimized for quick access, the system can rapidly retrieve matching information without performing complex calculations during the actual matching process, thus reducing waiting time while maintaining matching quality

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11931648B2Video game processing program and video game processing system
Publication Date: 2024.03.19 SQUARE ENIX HLDG CO LTD
  • US11931648B2 patent drawing
  • US11931648B2 patent drawing
  • US11931648B2 patent drawing

AI summary

The present invention allows stress of a user that may occur until matching is completed when carrying out matching of a plurality of users with each other to be reduced. The users are arranged by taking into consideration a waiting time of a user who has never cleared content. When the user carries out a play request for content, the user is arranged in the content. The content in which the user is arranged is extracted by using an extraction condition regarding the waiting time of a non-cleared user. The plurality of users arranged in the content are thus matched.