Virtual Presence Prediction for MMOG Social Coordination

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Solution Overview

Problem

Establishing and maintaining online social relationships in massively multiplayer online games (MMOGs) is challenging due to differences in players' real-world schedules and the lack of mechanisms to predict when avatars are virtually present, making it difficult for players to coordinate interactions.

Innovation Solution

The technology accumulates virtual presence information to create temporal profiles for entities within a persistent virtual environment, using general least-squares-fit analysis to generate coefficient vectors that predict future presence and compatibility, allowing for the recommendation of compatible entities and scheduling of interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If players coordinate interactions manually through in-game chat or email, then online social relationships can be established, but the process is time-consuming and inefficient due to lack of predictive information

Engineering Contradiction:
Improveefficiency of establishing online social relationshipsVSAvoidtime required for manual coordination
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system performs preliminary analysis of player presence patterns and schedules before coordination is needed. By pre-processing presence data and predicting future availability, the system eliminates the need for time-consuming manual back-and-forth coordination, directly resolving the contradiction between relationship establishment efficiency and time consumption

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The invention introduces an intermediary coordination system that acts as a mediator between players. This system collects presence information, predicts availability, and suggests optimal interaction times, replacing direct manual coordination and significantly reducing the time required to establish social relationships

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If the system tracks and analyzes player presence patterns continuously, then prediction accuracy improves, but system complexity and data processing requirements increase

Engineering Contradiction:
Improveaccuracy of presence predictionVSAvoidcomplexity of tracking and analysis system
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system segments the complex prediction problem into manageable components: data collection module, pattern analysis module, and prediction module. Each component handles a specific aspect of the analysis, making the overall system more tractable and maintainable while achieving high prediction accuracy through specialized processing at each stage

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system automatically collects presence data and performs analysis without requiring manual input or configuration. The automated data collection and self-adjusting algorithms reduce operational complexity while maintaining high prediction accuracy through continuous learning from observed patterns

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS8328639B2Method, apparatus, and program product for clustering entities in a persistent virtual environment
Publication Date: 2012.12.11 GENESEE VALLEY INNOVATIONS LLC
  • US8328639B2 patent drawing
  • US8328639B2 patent drawing
  • US8328639B2 patent drawing

AI summary

Apparatus, methods, and computer program products are disclosed that accesses coefficient vectors each of which represent an entity within a persistent virtual environment. Each accessed coefficient vector includes coefficients having coefficient values related to the represented entity. The coefficients represent a temporal profile of the entity in the persistent virtual environment. This aspect assigns a coefficient weight to at least one of the coefficients. and partitions the coefficient vectors responsive to the coefficient weight and at least one of the coefficients of each of the coefficient vectors into clusters. Finally, the technology presents a recommendation responsive to the clusters. Furthermore, a compatibility metric can be determined by comparing weighted coefficient vectors of two entities, and the compatibility metric can also be presented.