KR20130143165A - Apparatus and method of matching party member in online game - Google Patents
Apparatus and method of matching party member in online game Download PDFInfo
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- KR20130143165A KR20130143165A KR1020120066397A KR20120066397A KR20130143165A KR 20130143165 A KR20130143165 A KR 20130143165A KR 1020120066397 A KR1020120066397 A KR 1020120066397A KR 20120066397 A KR20120066397 A KR 20120066397A KR 20130143165 A KR20130143165 A KR 20130143165A
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- G—PHYSICS
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
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Abstract
Description
The present invention belongs to the field of online game technology.
Online games, particularly Massively Multiplayer Online-games (MMOs), engage in a variety of ways, including collaborative play or confrontation between gamers within the game. Nevertheless, the interaction between these gamers is for the purpose of game play itself, and since online games are not a means of communication, there is a certain limit to the smooth communication or networking among gamers.
When looking at a conventional online game, there is a chat or messaging function between party members in the game, but it is also provided only for game play.
On the other hand, with the spread of smart phones and the emergence of social network services, users can freely communicate with users connected with themselves through time and space constraints.
As with these social networking services, online games can be more enjoyable gameplay for gamers if they can more easily share their opinions, expand their network, and play games together. This could be a good idea to improve customer loyalty.
In this regard, research and development on the convergence of so-called online games and social networks, which connects gamers who have a certain relationship in online games to social network services, is being conducted.
However, this convergence ultimately aims to connect the relationships between gamers created in the online game to users from outside the online game, and whether or not these established gamers will have a virtuous cycle of positive utilization in the game. I am somewhat doubtful.
Fundamentally, this convergence research is conducted to induce connected users to play smoothly in the online game and to smoothly play the game by exchanging information about the game. It is difficult to achieve this effect by simply connecting with gamers in the outside space of the game by using the related relevance.
Therefore, it is necessary to find a new way to reflect the relationship between gamers created in the game more directly in the online game.
The present invention has been made to solve the above problems of the prior art, and calculates the relationship between each player character through the interaction between the player characters generated in the online game, and by using the predetermined relationship I would like to present a way to induce player characters to have gameplay together.
In particular, an object of the present invention is to automatically match so that the player characters having a predetermined relationship can be the same party member, so as not to spend unnecessary time for party formation, and to make the online expansion in the online game naturally The present invention provides a party member matching system and a matching method in a game.
In order to achieve the above object, the party member matching system in the online game according to the present invention is an online game server that provides an online game service which is performed by manipulating each player character to game clients simultaneously connected through a network.
Relationship analysis means for analyzing a relationship between player characters;
Matching means for automatically matching the highly related player characters among the player characters gathered at a predetermined position in the online game to belong to the same party;
And party information providing means for providing information of the player characters who participated in the party to each game client operating each player character.
On the other hand, the party member matching method in the online game according to the present invention in order to achieve this object in an online game server that provides an online game service that proceeds by manipulating their own player character to the game clients simultaneously connected through the network In the method executed,
In
According to the present invention, by inducing gamers who played the game together to continue to play together, there is an effect that the network expansion in the game is made naturally. This contributes to the improvement of community in online games, especially in MMOs.
On the other hand, if you need to form a party, such as an instance dungeon play within the online game, simply create a party so that you do not spend unnecessary time preparing for game play, and furthermore, teammates who are familiar with each other Helps make it easier to adapt and enjoy the game.
1 is a connection relationship diagram illustrating a connection relationship between an online game server and a plurality of game clients.
2 is a functional block diagram illustrating a configuration of a party member matching system in an online game according to the present invention.
3 is a screen example illustrating a state in which player characters at predetermined positions in an online game are automatically matched to party members.
4 is a flowchart illustrating a time series description of a party member matching method in an online game according to the present invention.
FIG. 5 is a flowchart detailing a process of calculating a relationship between player characters in the present invention illustrated in FIG. 4.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, the present invention will be described in detail with reference to preferred embodiments and accompanying drawings. In order to clarify the present invention, contents which are not related to the configuration of the present invention will be omitted, and the same reference numerals are used for the same components.
On the other hand, when an element is referred to as being "comprising" another element in the description of the invention or in the claims, it is not interpreted as being limited to only that element, Elements may be further included.
Also, in the description of the invention or the claims, the components named as "means", "parts", "modules", "blocks" refer to units that process at least one function or operation, Each of which may be implemented by software or hardware, or a combination thereof.
1 illustrates an infrastructure for executing a party member matching method in an online game according to the present invention. As shown in FIG. 1, a plurality of
This structure is not different from the known technology, and the
The
The player character refers to a character in an online game that is directly manipulated by a gamer. Characters other than the player character are commonly referred to as non player characters (NPCs).
The party member matching system in the online game according to the present invention may be preferably implemented in such an
As shown in FIG. 2, the party member matching system in the online game according to the present invention includes a
The party member matching system in the online game according to the present invention analyzes the relationship between the player characters and processes the player characters having mutual relations to be matched with the party members.
To this end, the
Logs are usually recorded in units of commands that control the operation of mobs, player characters, and the like, and are stored in the form of a text file in chronological order of information on all player characters and mobs in the online game or in the form of a database.
On the other hand, the relationship analysis means 130 analyzes the log file of the online game stored as described above.
Analysis of the log file may be performed at regular time intervals (eg, once daily).
Looking at the analysis process of the log file in detail, the relationship analysis means 130 first retrieves the log file and then parses it. That is, the log is divided into meaningful units by parsing the data structure in which the log is stored.
Then, the item corresponding to the interaction between two or more player characters is extracted.
Logs record most of the situations or events that occur within an online game, with only a few of them being interactions between two or more player characters.
The
For example, player characters can interact in a variety of ways, such as confronting in-game, collaborative play with the same party member, communicating by messaging means such as in-game chats or messages, or trading game items. The
In other words, relevance is an indicator of how much two or more player characters interacted in an online game.
In this case, the types of interactions may be varied as described above, and each of these interactions need not be considered the same.
In other words, if you play the game together for a relatively long time, such as collaborating play with the same party member or confronting in-game, the relevance of the corresponding player characters should be treated more importantly, but simply meaningless chat. If only a few words have been exchanged through, it should be treated less importantly.
In this way, the relation can be calculated by giving a weight according to the type of interaction. Of course, the frequency of interactions should also be considered in the relevance calculation.
In other words, the relevance of the player characters that made the high importance interaction more frequently will be high, and the relevance between the player characters that made the low importance interaction low frequency.
On the other hand, you might be able to give weights based on whether you have interacted recently or in the past, and the intensity of the interaction (e.g., the price if you exchanged the item, the size of the damaged HP if you were attacked, etc.) You might want to give it a weight.
It may also be weighted whether there has been a long time interaction or a short time interaction.
However, the algorithm for calculating the relationship is not limited to simply multiplying the kinds of interactions by weights and then summing all of them.
Meanwhile, the process of forming a party in an online game is as follows.
Gamers can manipulate their player character through their
3 is a screen example showing a specific position in an online game where a party can be formed, and corresponds to a screenshot of a screen of an online game under development by the applicant.
When the player characters move to a specific position in the online game, the matching means 140 automatically matches the player characters having high relation among the player characters gathered at the predetermined position in the online game to belong to the same party.
In the online game shown in FIG. 3, there is a feature called "column" in the vicinity of the dungeon where team play by multiple gamers is required. The player characters gathered in the "column" may be randomly or by user manipulation. Organize as a party and have team play.
In the past, it was common to communicate in and out of a game between player characters connected as friends in a game, and to form a party to play teams. However, in the example shown in FIG. It's the process of grouping player characters into a party for team play.
However, in this case, if you randomly group the player characters gathered in a certain place in a party, there is a possibility that the community enjoys the game while maintaining the sympathy between gamers connected to friends in the game, matching means 140 is a log This problem is solved by grouping related player characters into the same party using the relationship between player characters obtained through the analysis.
In other words, the probability of playing together with the player characters who have played the game together by chance in the game increases, and the process can naturally expand the in-game network.
On the other hand, the party
For example, each
In this case, the party
For example, if a player character of another gamer that is automatically matched as a party member has ever faced the player's own player character, this content is provided to be displayed on the game client's 20 screen of the gamer.
This allows gamers to reflect on what gameplay they have played with which player characters, which can be an opportunity for in-game networking expansion.
That is, the gamer can determine whether to add as an in-game friend while viewing the in-game interaction history with the player characters of other gamers matched with the party.
If a gamer sees past interaction histories with other gamers' player characters matched as party members via his
Hereinafter, a method of matching party members in an online game according to the present invention will be described in detail with reference to FIGS. 4 and 5.
4 is a flowchart illustrating a time-series description of a party member matching method in an online game according to the present invention. FIG. 5 is a flowchart detailing a process of calculating a relationship between player characters in the present invention shown in FIG. 4. to be.
The party member matching method in the online game according to the present invention may be executed in the
As shown in FIG. 4, the
FIG. 5 illustrates the process, and as shown in FIG. 5, first, the
Thereafter, the extracted log file is parsed to extract an item describing directly or indirectly an interaction between two or more player characters (S112).
In this case, the interaction between the player characters may include, for example, confrontation between the player characters, cooperative play performed by forming a party, communication using means such as in-game chat or note, exchange or sale of in-game goods, and the like. .
Then, the weighted item is assigned to the items corresponding to the interaction between the extracted player characters by using one or more of the type of interaction, the time of the interaction, the intensity of the interaction, and the total time of the interaction. The relationship is numerically calculated (S113).
In this way, the relationship between the player characters is numerically calculated and maintained in advance through log analysis, and when a plurality of player characters gather at a predetermined position in the online game, the
According to the prior art, a party is created at the request of a gamer, and formed by other gamers participating in the generated party. In the present invention, as shown in FIG. Processed for collaborative play with a party.
At this time, the online game server automatically matches the player characters having high relation among the plurality of player characters gathered at a predetermined position in the online game by using the relationships between the analyzed player characters (S130). .
In other words, the player characters who have interacted with a lot in the online game are encouraged to collaborate together again.
On the other hand, as a match is made, the online game server provides the information of the player characters belonging to the party to each
In this case, the provided information of the player characters includes the state information such as the name or level, race or occupation of the player character.
Gamers can know at a glance information of player characters belonging to the same party through their
In this case, at least some of past interaction histories with other automatically matched player characters may be further provided to each
That is, it allows gamers to see how they have encountered in-game with other player characters from the same party in the past and how they played with the game.
Accordingly, when a gamer manipulates his
Meanwhile, the party member matching method in the online game according to the present invention may be implemented as computer readable codes and stored in a computer readable recording medium.
The computer-readable recording medium may include any type of medium in which data readable by a computer system is stored. Examples of the medium include a DVD-ROM, a CD-ROM, a hard disk, a USB memory, a flash memory And the like.
On the other hand, the expression to be recorded on the recording medium encompasses not only a case where a large amount is recorded on a recording medium, a case where it is distributed in the form of a package, a case where it is provided on a recording medium through a network in the form of a data packet.
In the above description, the expression "server" is used. However, in a distributed computing environment, it is common to divide a function or a load into a plurality of servers for processing. Therefore, a "server" does not necessarily refer to a single hardware component, And < / RTI >
In the above description, the network is referred to as a local area network (WAN), a wide area network (WAN), or an intranet, a virtual private network (VPN) Therefore, it should be construed as a broad concept covering wired and wireless communication methods known as WiBro, WiFi, and the like.
While the present invention has been described with reference to the accompanying drawings and embodiments thereof, it is to be understood that the invention is not limited to the disclosed embodiments, but, on the contrary, is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims. . Accordingly, the scope of the present invention should be determined only by the technical idea of the appended claims, and is not limited to the above embodiments.
The present invention can be applied to the field of on-line game technology.
10: online game server
20: Game Client
100: Party Member Matching System in Online Games
110: log recording means
120: party information providing means
130: relationship analysis means
140: matching means
150: network management means
Claims (12)
Relationship analysis means for analyzing a relationship between player characters;
Matching means for automatically matching the highly related player characters among the player characters gathered at a predetermined position in the online game to belong to the same party;
And party information providing means for providing information of the player characters participating in the party to each game client operating each player character.
Log recording means for generating a game log at a predetermined time interval and to save as a file;
The relationship analysis means parses the log file generated and stored by the log recording means to extract an item corresponding to the interaction between two or more player characters, and mutually compares an item corresponding to the interaction between the extracted player characters. In the online game, the relationship between each player's character is calculated by weighting using one or more of the type of action, the point of time of the interaction, the intensity of the interaction, and the total time of the interaction. Party Member Matching System.
Interaction between player characters extracted by the relationship analysis means includes party member matching in an online game comprising one or more of confrontation between player characters, cooperative play, communication, and exchange or sale of in-game goods. system.
As the matching means automatically matches so that highly related player characters belong to the same party,
The party information providing means provides at least a part of the history of past interactions with the other automatically matched player characters to each game client manipulating each of the automatically matched player characters. Member Matching System.
Network management means for connecting and storing the requested other player character as a friend in the game client's account when there is a request for adding an in-game friend to the other automatically matched player character from one game client. Party member matching system in the online game, characterized in that provided with.
A step 120 in which the online game server creates a party when one or more player characters gather at a predetermined position in the online game or request to create a party;
Step 130, by the online game server, automatically matching the player characters having high relation among the plurality of player characters gathered at a predetermined position in the online game by using the relations among the analyzed player characters, to belong to the generated party; And
Step 140, the online game server providing information of the player characters belonging to the party to each game client operating the player characters belonging to the party as a match is made. Member matching method.
And a step (110) of analyzing, by the online game server, relationships between a plurality of player characters before step 120.
The step 110 may include: extracting a log file generated and stored at an online game server at a predetermined time interval;
Parsing the retrieved log file to extract an item corresponding to an interaction between two or more player characters; And
The relationship between each player character is assigned to the item corresponding to the interaction between the extracted player characters by using one or more weights of one or more kinds of interactions, time points of interactions, intensity of interactions, and total time of interactions. 113. A method for matching party members in an online game, comprising: calculating and calculating a gender.
In the step 112, the interaction between the player characters is a party member matching method in the online game, characterized in that it comprises one or more of the competition between the player characters, cooperative play, communication, exchange of goods in the game or sale.
In the step 140, the online game server automatically matches the highly related player characters to belong to the same party, but matches the other player characters that are automatically matched to the respective game clients that manipulate each of the automatically matched player characters. Party member matching method in the online game, characterized in that providing at least some of the past interaction history.
Step 150, when an online game server requests a friend addition request for the other automatically matched player character from one game client, the online game server stores the requested other player character as a friend as a friend; Party member matching method in the online game, characterized in that it further comprises.
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KR1020120066397A KR20130143165A (en) | 2012-06-20 | 2012-06-20 | Apparatus and method of matching party member in online game |
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Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR20180041005A (en) | 2016-10-13 | 2018-04-23 | 주식회사 엔씨소프트 | Method and computer program for matching players in online game |
CN113750540A (en) * | 2021-09-17 | 2021-12-07 | 腾讯科技(成都)有限公司 | Game matching method, device, storage medium and computer program product |
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2012
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Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR20180041005A (en) | 2016-10-13 | 2018-04-23 | 주식회사 엔씨소프트 | Method and computer program for matching players in online game |
CN113750540A (en) * | 2021-09-17 | 2021-12-07 | 腾讯科技(成都)有限公司 | Game matching method, device, storage medium and computer program product |
CN113750540B (en) * | 2021-09-17 | 2023-08-18 | 腾讯科技(成都)有限公司 | Game matching method, game matching device, storage medium and computer program product |
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