Zone-Based Game Opponent Matching Using Terminal Motion and Position

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing game matching systems face challenges such as real-time connection issues, lengthy information provision processes, and limited game versatility, where users can only play specific games with matched opponents, leading to inefficient opponent selection and record updating problems.

Innovation Solution

A method and system for searching game challenge opponents using user terminal motions, position information, and distance settings on a game service platform, allowing users to select opponents through actions like shaking their terminals, reducing waiting time by confirming challenges within preset update times.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If users access server and search for opponents through traditional methods, then opponent matching is achieved, but the process requires high cost, large amount of time, and is troublesome

Engineering Contradiction:
Improveopponent matching efficiencyVSAvoidtime for information provision and agreement process
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system pre-divides the gaming area into multiple zones and pre-registers users in these zones before actual game matching is needed. When a user initiates a challenge, the server can immediately identify and match with opponents in adjacent zones without requiring real-time searching or information provision processes, thus dramatically reducing matching time and improving efficiency

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The gaming area is segmented into multiple zones, and users are segmented by their location in these zones. This segmentation allows the server to quickly identify potential opponents in adjacent zones without searching through all users, thereby reducing the time and computational resources needed for opponent matching

Inventive Principle:
Principle #1Segmentation

2Speed

If game connection is made in real time, then immediate battle is possible, but user is required to wait for response frequently when connection is not made due to time delay

Engineering Contradiction:
Improvereal-time connection speedVSAvoidconnection reliability
Core Design Contradiction:
SpeedVSReliability

Solution Approach 1:

The system pre-establishes zone assignments and user registrations before actual game connections are needed. When matching is required, the server can immediately identify opponents in adjacent zones without real-time searching, reducing both connection time and the frequency of failed connections due to delays

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system provides feedback to users about the matching process and connection status. When opponents are found in adjacent zones, the system can quickly establish connections and provide status updates, reducing user waiting time and improving perceived reliability of the connection process

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If matching is implemented only in specific game, then matched opponents can play, but it is impossible to play another kind of game or match with user that has not played corresponding game

Engineering Contradiction:
Improvegame versatilityVSAvoidwaiting time for opponent availability
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The zone-based matching system is designed to be game-agnostic, meaning the same zone division and user registration mechanism can serve multiple different game types. Users registered in zones can be matched for various kinds of games without requiring separate matching processes for each game type, thereby improving versatility without increasing waiting time

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS10478718B2System, method and computer readable recording medium for searching game challenge opponents based on action of user
Publication Date: 2019.11.19 NHN CORP
  • US10478718B2 patent drawing
  • US10478718B2 patent drawing
  • US10478718B2 patent drawing

AI summary

A method executed by a game service platform server for searching game challenge opponents includes receiving a game challenge opponent request generated according to a motion of the first terminal, receiving a first desired distance and a first position of the first terminal, searching for a second terminal within the first desired distance based on a second position received from a second terminal, receiving a second desired distance from the second terminal, determining whether the first terminal is located within the second desired distance based on the first position, and setting the searched second terminal to be a game challenge opponent candidate and providing user information of the searched second terminal to the first terminal when the first terminal is determined as being located within the second desired distance, in which the first and the second terminals execute a game service platform and providing the game challenge opponent candidate.