Virtual Game Teammate Matching via Pre-computed Compatibility

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Solution Overview

Problem

Current team formation processes in virtual games require users to manually browse and select teammates from friend lists, which is inefficient and does not utilize game-specific data for optimal team composition.

Innovation Solution

An electronic device method that displays a team forming interface, obtains account information of associated accounts based on login state, game progress, and matching degree, and automatically invites suitable accounts to join the player team, reducing manual effort and improving team composition.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If users manually browse and select teammates from friend lists, then users can choose teammates, but the team formation process is inefficient and time-consuming

Engineering Contradiction:
Improveteam formation efficiencyVSAvoidtime for team formation
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system pre-calculates and stores matching degrees between account pairs in advance by analyzing game data such as win rates, kill deaths ratios, and role compatibility. When team formation is needed, the system directly retrieves pre-computed matching results rather than calculating in real-time, enabling rapid teammate recommendation and significantly reducing team formation time

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system automatically identifies suitable teammates by analyzing account information and matching degrees without requiring manual user intervention. The system self-selects optimal teammate candidates based on preset conditions (online status, role requirements, matching degree thresholds) and presents them to users, transforming a manual selection process into an automated service

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If users manually select teammates from friend lists, then users can form teams, but the system does not utilize game-specific data for optimal team composition

Engineering Contradiction:
Improveteam composition optimizationVSAvoiduser effort in team selection
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system introduces a matching degree parameter calculated from multiple game-specific dimensions including win rate compatibility, role fulfillment, kill deaths ratio balance, and faction alignment. This quantitative parameter transforms the team selection process from arbitrary manual choice to data-driven optimization, enabling the system to adaptively compose teams based on game performance metrics

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system introduces an intermediary matching algorithm that acts between the user's friend list and the final team composition. This intermediary layer analyzes account information, calculates compatibility scores, filters candidates based on preset conditions, and ranks potential teammates, thereby optimizing team composition without requiring direct manual user intervention

Inventive Principle:
Principle #24Intermediary (Mediator)

3Extent of automation

If the system automatically screens and provides target accounts, then the intelligence and usability of the system is improved, but the system complexity increases

Engineering Contradiction:
Improveautomatic teammate matchingVSAvoidsystem complexity
Core Design Contradiction:
Extent of automationVSDevice complexity

Solution Approach 1:

The automatic matching system is segmented into independent functional modules: account information acquisition module, matching degree calculation module, candidate filtering module (applying preset conditions), and result presentation module. Each module handles a specific task, making the complex automation process manageable, maintainable, and scalable without overwhelming system complexity

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20240042332A1User matching method and apparatus, electronic device, and storage medium
Publication Date: 2024.02.08 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20240042332A1 patent drawing
  • US20240042332A1 patent drawing
  • US20240042332A1 patent drawing

AI summary

This application discloses a teammate matching method performed by an electronic device. The method includes: displaying a team forming interface associated with a first account of a player team of a virtual game; obtaining, among at least one second account, at least one target account whose account information meets a preset teammate matching condition, the account information including a login state, a game progress state, and a matching degree of the at least one target account with the first account; displaying at least one invitation interface corresponding to the at least one target account for the first account to invite the target account to join the player team; and in response to the invitation interface being triggered by the first account, transmitting invitation information to the at least one target account to join the player team.