Virtual Chamber Matchmaking for Server Load and Spectating
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing match-making systems for battle games in virtual spaces face challenges in managing user load and optimizing communication and information processing, particularly when a large number of users are simultaneously connected, leading to inefficiencies in resource allocation, and do not effectively support various types of match-making scenarios.
Innovation Solution
A match-making system that utilizes a server to manage users across multiple virtual chambers, including entrance, normal, and special battle rooms, with automatic and specified placement requests, and supports match-making and spectating functionalities, optimizing user allocation and reducing load through chamber management and communication protocols.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If users are distributed across multiple chambers to reduce load, then communication and information processing efficiency is improved, but device complexity increases
Solution Approach 1:
The virtual space is segmented into multiple chambers, each independently managed by the server. Users are distributed across these chambers based on their placement requests (automatic or specified), allowing the system to handle large numbers of concurrent users efficiently by dividing the user base into smaller, manageable groups within each chamber.
2Ease of operation
If automatic placement request is implemented, then ease of operation is improved, but loss of time occurs during user allocation
Solution Approach 1:
The server performs preliminary actions by maintaining a pool of available chambers and pre-establishing placement rules. When a user requests automatic placement, the server can quickly allocate them to an appropriate chamber based on pre-defined criteria without requiring complex real-time calculations, thus reducing allocation time while maintaining ease of operation.
3Adaptability or versatility
If multiple chamber types (entrance, normal, special battle rooms) are provided, then adaptability is improved, but device complexity increases
Solution Approach 1:
Different chamber types (entrance rooms, normal battle rooms, special battle rooms) are created with specific local qualities and functions tailored to different match-making scenarios. Each chamber type has customized properties and rules appropriate to its purpose, allowing the system to adapt to various user needs while maintaining clear, manageable distinctions between chamber types.
Data Source
AI summary
A server executes: a management process of, for a virtual space in which virtual characters associated with users are movably placed and which is composed of a plurality of chambers, managing a placement state of the virtual characters into each chamber; and a guidance process of, in response to a placement request to place a virtual character into the virtual space being issued, guiding the virtual character into one chamber after selecting the one chamber among the plurality of chambers, wherein, in the guidance process, a chamber in which another virtual character has already been placed is preferentially selected as the one chamber.


