Virtual Matchmaking Space With Chamber-Based Room Distribution
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Solution Overview
Problem
Existing match-making systems for battle games in virtual spaces face challenges in managing user load and optimizing communication efficiency, particularly when a large number of users attempt to connect simultaneously, leading to increased processing loads and potential mismatches.
Innovation Solution
The system employs a multi-chamber virtual space architecture with separate entrance, normal, and special battle rooms, utilizing automatic and specified placement requests to distribute users efficiently across chambers, and incorporates a video chat function for real-time game item sharing and spectating features.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If users are distributed across multiple chambers to reduce server load, then communication efficiency and smooth processing are improved, but the complexity of managing user distribution and room assignment increases
Solution Approach 1:
The virtual space is divided into multiple chambers (first chamber, second chamber, third chamber) to distribute users and reduce server load. Each chamber can independently manage users, enabling parallel processing and improving communication efficiency while maintaining manageable complexity through modular architecture.
Solution Approach 2:
A chamber manager is introduced as an intermediary component that handles room assignment and user distribution. The chamber manager receives placement requests, selects appropriate chambers, and manages user allocation, thereby simplifying the overall system complexity by centralizing the distribution logic.
2Productivity
If automatic placement requests are used to distribute users efficiently, then user load is reduced and communication is optimized, but the system requires more sophisticated placement algorithms and control mechanisms
Solution Approach 1:
Users initiate automatic placement requests to enter chambers without manual intervention. The system automatically handles user distribution based on predefined criteria, reducing the burden on administrators and improving scalability. Users self-manage their entry into appropriate chambers through automated placement mechanisms.
Solution Approach 2:
The chamber manager receives placement requests from users, processes them according to current chamber occupancy and user requirements, and assigns appropriate chambers. This feedback-driven approach ensures efficient user distribution while adapting to real-time system state, balancing automation with intelligent control.
3Adaptability or versatility
If multiple chambers are provided for different battle room types, then user experience and match-making efficiency are improved, but the system complexity and resource requirements increase
Solution Approach 1:
Multiple chambers are designed to serve different purposes (normal battle rooms, special battle rooms, spectator chambers) within a unified system architecture. Each chamber type can be configured for specific battle room types, allowing the system to handle diverse user needs while maintaining consistent management protocols and reducing overall complexity through standardization.
Data Source
AI summary
An information processing device executes: a display control process of displaying a virtual space in which virtual characters associated with users are movably placed and which comprises a first virtual space and a second virtual space different from the first virtual space; a process of, for an operable character which is a virtual character associated with a user who uses the information processing device, based on an operation input, changing the virtual spaces in which the operable character is placed and displayed; a process of, in the virtual space, moving the operable character; a process of changing an appearance of the operable character; and a process of triggering execution of a game participated in by the user, wherein a virtual item of a first type is placed in the first virtual space; and the operation input is accepted through the virtual item of the first type.


