WO2013069912A1 - Procédé et système d'appariement d'utilisateurs dans un jeu internet - Google Patents

Procédé et système d'appariement d'utilisateurs dans un jeu internet Download PDF

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Publication number
WO2013069912A1
WO2013069912A1 PCT/KR2012/008810 KR2012008810W WO2013069912A1 WO 2013069912 A1 WO2013069912 A1 WO 2013069912A1 KR 2012008810 W KR2012008810 W KR 2012008810W WO 2013069912 A1 WO2013069912 A1 WO 2013069912A1
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WIPO (PCT)
Prior art keywords
game
user
score
room
server
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PCT/KR2012/008810
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English (en)
Korean (ko)
Inventor
이문일
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㈜네오위즈게임즈
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Publication of WO2013069912A1 publication Critical patent/WO2013069912A1/fr

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament

Definitions

  • the present invention relates to a user matching method, a system, and a recording medium for the same in an internet game. Specifically, the present invention relates to a user similar to the level of a user on a lobby screen of an internet game without a channel and room selection concept. It is about technology to do.
  • Internet games are games that can be played by connecting a computer and an external system through a network, and are commonly referred to as MUD (Multiple User Dialogue or Multiple User Dungeon) games or MUG (Multiple User Graphic) games. do. It is an active game as the Internet develops, and it installs a predetermined program on a hard disk drive and connects to a server so that users can enjoy the game in real time.
  • MUD Multiple User Dialogue or Multiple User Dungeon
  • MUG Multiple User Graphic
  • users In order to play a game through an internet game service, users connect to a server providing the game service and select a game to be played through a web page provided by the server.
  • the server then provides the user with a game client that can use the game.
  • a game client provided on a user's computer is executed, a game lobby screen is displayed, and when a user selects a specific channel from a list of channels displayed on the lobby screen, a list of game rooms belonging to the selected channel is displayed.
  • the server plays the game with another user in the game room that the user enters or creates. To display the game screen.
  • the channel is a space where a user actually creates a game room and plays a game, and physically means one or more servers among a plurality of game servers that provide a game service.
  • an internet game is connected to a game server by a plurality of users to play a game.
  • the number of concurrent users representing the number of users who can simultaneously connect to one game server varies depending on the performance of the game server and the type of game, but there is a limit.
  • the game service system divides a plurality of game servers into channels, thereby preventing users more than the number of simultaneous users from connecting to one server.
  • Such channels are typically provided to assign different game missions based on the user's level rating.
  • the user may enter a plurality of game rooms, check the members of the game room, and then perform a game with the user of a level suitable for them.
  • the user does not know the members of the game room until entering the game room.
  • the room name is set in advance through prior charges between users, but this is not a function provided by the game itself, but may be made by mutual consultation between users outside the game.
  • the present invention enables the user to search for a level similar to the user in the game lobby of the Internet game without channel classification, and to directly enter the game room containing the searched user. And to provide a user matching method in the Internet game that can increase the user's pure game time by lowering the initial entry barrier for the game by allowing the user to play the game with the user suitable for them without repeating the exit.
  • a user matching method in an internet game comprises the steps of connecting one or more user terminals to a game server that provides a game service without channel distinction by driving a game client, Selecting a user matching option among a plurality of entry options provided by the game server through the game client; when the user matching option is activated, the game server calculates a score of the user using a plurality of predetermined factors.
  • the method comprising the matching entry in the gaming room, and characterized in that it comprises the step of starting the game in the game room entry.
  • Selecting one or more admission options from the plurality of entrance options includes displaying a lobby screen provided by the game server on the user terminal, and one of a plurality of entrance options displayed on the lobby screen of the user terminal. Or selecting more entry options, and selecting a user matching option from the selected one or more entry options to activate the user matching option.
  • the calculating of the score of the user may include: multiplying each of the plurality of factors by different predetermined weights (weighted real numbers), and adding the values of each of the plurality of factors multiplied by the weights to calculate the score of the user. It is preferable to have a step to.
  • the calculating of the score of the user may include: the level of the user, the winning rate of the user, the winning rate for each game mode of the user, the cumulative number of kills of the user, the number of kills for the user's last specified period, and the cumulative play of the user. It is preferable to use the designated factor as the plurality of factors among the number of times and the number of plays during the latest designated period.
  • Searching for the game room may include multiplying each of the plurality of factors by a different predetermined weight for all users of each of the one or more game rooms in the game server, and multiplying the weights for all the users. Calculating an average value of each of the plurality of factors obtained, adding the values of each of the plurality of factors multiplied by the weights to calculate a score of the game room, and for each of one or more game rooms in the game server. And searching for a matched game room by comparing the calculated game room score with the user score.
  • the searching of the game room may include calculating an average value of each of the plurality of factors for all users of each of the one or more game rooms in the game server, and corresponding weights for the average value of each of the plurality of factors. Multiplying, calculating the score of the game room by adding each of the plurality of factors multiplied by the weights to each other, and the calculated game room score and the user for each of one or more game rooms in the game server. It is desirable to have a step of searching for a matched game room by comparison with the score.
  • Searching for the game room may include calculating the user scores for all users of each of the one or more game rooms in the game server, for all users of each of the one or more game rooms in the game server. Calculating an average value of the user scores as the score of the game room, and searching for a matched game room by comparing the calculated game room score and the user score for each of one or more game rooms in the game server. It is preferable to have a.
  • the searching of the game room may preferably search for a game room having a score of the game room within a preset reference range from the user score.
  • the step of entering the matched game room may include determining the number of matched game rooms; if the number of matched game rooms is one, immediately entering the matched game room; and the number of matched game rooms If there is a plurality, it is preferable to include the step of entering the game room of one of the plurality of game rooms matched according to a predetermined manner.
  • a user matching system in an internet game provides a game service by creating a plurality of game rooms without channel classification, and provides a game room of a user among the plurality of game rooms.
  • a game server for providing a lobby screen having a list of entry options including a user matching option for selecting, and a game client for accessing the game server through the Internet and providing a game service provided by the game server to a user.
  • a plurality of user terminals configured to display the lobby screen and to calculate a score of the user and transmit the score to the game server when the user matching option is selected from the entry option list.
  • Score of each of the four game rooms, and the user terminal Search for a game room that matches the user's score transmitted from the user; if there is a matched game room, the game client is connected to the matched game room and enter; if the matched game room does not exist, the user plays the game.
  • the client may select and access one of the plurality of game rooms or create and enter a new game room.
  • the game server provides the web page to which the plurality of user terminals are accessible on the Internet, displays the lobby screen to the plurality of connected user terminals, and receives the selected entry option from the user terminal. If the selected entry option is authorized from more than one web server, the one or more web servers, and if the user matching option is activated in the selected option, the user score is authorized to receive the score of each of the plurality of game rooms. It is preferable to have one or more game execution servers to search for the matched game room by comparison, and to transmit the information about the matched game room to the game client to allow the game client to access.
  • the user score is a plurality of specified scores among the user's level, the user's winning rate, the user's game mode winning rate, the user's cumulative killing number, the user's killing number during the latest designated period, and the number of plays during the most recently designated period.
  • Each of the factors is preferably calculated by multiplying different predetermined weights (weighted real numbers) and adding the values of each of the plurality of factors multiplied by the weights.
  • the user matching method, system and recording medium for the internet game of the present invention are calculated based on a plurality of factors for each user when the user selects the user matching mode in the game lobby of the internet game without channel classification. Based on the score, the game room entered by the user having the most similar score to the user is searched for, and the user is immediately admitted to the found room. Therefore, it is possible to lower the barriers to entry by allowing novice users to quickly and easily find the right level of users to play the game together, and the experienced users also play games with users of similar level. You can increase your interest in the game. In addition, the user can play the game quickly without having to repeatedly enter and exit the game room, thereby increasing the user's pure game time and increasing the concentration on the game. In addition, unnecessary game room movement, room creation and deletion processes are reduced, which can greatly reduce the load on the game system.
  • FIG. 1 is a flowchart illustrating a user matching method in an internet game according to an embodiment of the present invention.
  • FIG. 2 is a flow chart detailing the client execution step of FIG.
  • 5 shows an installation process of a game client.
  • FIG. 6 is a flow chart showing in detail the entry option selection step of FIG.
  • FIG. 7 shows an example of a lobby screen according to the present invention.
  • FIG. 9 is a flowchart illustrating the entry option selection step of FIG. 1 in detail.
  • FIG. 10 is a detailed flowchart illustrating the user score calculation step of FIG. 1.
  • FIG. 11 is a flowchart illustrating the game room search step of FIG. 1 in detail.
  • FIG. 12 shows an example of a flowchart detailing an entry step into the retrieved game room of FIG.
  • FIG. 13 shows an example of a game room screen.
  • FIG. 14 shows an example of a game room creation screen.
  • FIG. 15 shows another example of a flowchart detailing an entry step into the retrieved game room of FIG.
  • FIG. 16 is a flow chart illustrating in detail the steps of creating and entering a new game room of FIG.
  • 17 is a block diagram of a user matching system in an internet game according to an embodiment of the present invention.
  • “communication”, “communication network” and “network” may be used as the same meaning.
  • the three terms refer to wired and wireless local and wide area data transmission and reception networks capable of transmitting and receiving files between a user terminal, a terminal of other users, and a download server.
  • game server means a server computer to which users access to use game contents.
  • a plurality of game programs may be operated in one game server.
  • the game server may be connected to a server that performs middleware or payment processing for the database, the description thereof will be omitted in the present invention.
  • FIG. 1 is a flowchart illustrating a user matching method in an internet game according to an embodiment of the present invention.
  • the Internet game service method first executes the game client (S1100).
  • the user may access the web page provided by the game server to execute the game client and execute the game client. If a game client is not installed on the user's computer, the user can download the game client from the game server and install it on the user's computer.
  • the game server When the game client is executed, the game server sends a game lobby screen including a character selection window and an entry option selection list window including user matching options to the game client, and the game client displays the game lobby screen on the user's computer.
  • the user selects a character to be applied to the game (S1200).
  • a character to be applied to the game S1200.
  • most games allow one user to use a variety of characters, and the game sets interest in the game by setting different abilities for each character. In addition, the more experienced the user is to accurately grasp the ability of the individual character and make good use of it. Selecting a character that is suitable for the user may also be treated as part of the game, and the user selects a character that is suitable for him because it is an important requirement that the game can be controlled.
  • the game client determines whether the user matching option is selected and activated from the selected entrance option (S1400).
  • the entry option is an option for a game room that the user wants to search among a plurality of game rooms. If the user matching option is selected, the game client calculates a score of the user based on the plurality of specified factors and transmits the calculated score to the game server (S1500).
  • the user's level, the user's winning rate, the winning rate for each game mode, the number of kills, the number of recent game kills, the number of recent plays, and the like may be used.
  • the type and number of the plurality of factors may vary depending on the setting.
  • the user's score may be calculated by adding weights to each of the designated factors among the plurality of factors and then adding the weights.
  • the game server searches for a game room in which the user most similar to the transmitted score enters (S1600).
  • the method for searching the game room also calculates the score of the game room similarly to the method for calculating the score of the user.
  • the method of calculating the score of the game room is calculated by applying a weight to a plurality of factors for each user in the game room. Even if one of the users in the game room has a level similar to that of the currently connected user, if the scores of the remaining users are significantly different from those of the currently connected user, the difference between the users is still large. .
  • the currently connected user may not be suitable to play the game with the users of the entire game room as a whole, even if there is one similar user, and as a result, the interest in the game may be lost.
  • the game server searches for rooms in which the average score calculated by a plurality of factors for all users of the game room is similar to the user's score. That is, in the present invention, the score of the game room represents an average score calculated by a plurality of factors for each of all users in the game room.
  • the game server may search for a game room having the most similar score to the user's score and provide it to the game client regardless of the size difference between the user's score and the game room's score. In this case, the game server can always provide the most similar game room to the game client, except that there is no game room at all in the game server.
  • the size difference between the user's score and the game room is large, it is still difficult for the user to play the game in the game room.
  • a reference range (for example, -10 to +10 points from the user score) that the game server can determine as a game room that matches the user matching option may be set.
  • This reference range allows the game server to inform the game client that there is no corresponding game room when the score of the game room found to have the score most similar to the user's score exceeds the user's score and the reference range.
  • the game server notifies the game client that there is no corresponding game room (S1900). Accordingly, the user creates a new game room through the game client, or selects and enters one game room among already created game rooms (S2000).
  • the game is ready to run according to the position of other users, and the game is started by the owner of the game room (S2100).
  • a user accesses a game server through a web page, and then activates a user matching option to immediately search for and enter a game room where a user of a similar level enters. Can be.
  • FIG. 2 is a flow chart detailing the client execution step of FIG.
  • a user first accesses a game server to execute a game (S1110).
  • the user may access the game server through a web page provided by the game server.
  • Web pages can be accessed by anyone via the Internet, but typically a game server allows a user to access a user only after the designated approval process has passed. Therefore, the user who accesses the web page provided by the game server goes through the approval process by logging in, and the member who goes through the approval process connects to the game server.
  • the game server may provide a membership registration page, and the user may further include registering as a member through a subscription procedure specified on the membership registration page.
  • the approval procedure for allowing a user to access is performed by a login method, and the login is configured by inputting a member ID and password as shown in FIG. 3.
  • the member ID and password may be directly input by the user at the time of membership registration for game server access, and may be set through the approval of the game server.
  • the user approval process can be performed in other ways.
  • the game server determines whether a game client is installed in the user's computer (S1120). As a result of the determination, if a game client is not installed in the user's computer, the game server installs the game client in the user's computer (S1130). When the installation of the game client is completed, the game client is executed in the user computer (S1140). On the other hand, if a game client is already installed in the user's computer, there is no need to install the game client additionally, the game client is immediately executed (S1140).
  • the step of installing the game client on the user's computer may further include the step of downloading the game client to the user's computer and checking whether the game client is installed to the user. .
  • FIG. 4 illustrates a process of downloading a game client
  • FIG. 5 illustrates an installation process of the game client.
  • the download phase of the game client may allow the user to select a game server that can provide a relatively faster download speed, and may require additional user approval upon download.
  • the downloaded game client may select various installation options in the process of being installed.
  • FIG. 6 is a flowchart illustrating the character selection step of FIG. 1 in detail.
  • the game lobby screen is displayed on the user computer (S1210).
  • the game lobby screen is a screen for allowing a user to select a character to use in a game or a game room in an existing game. Since the Internet game according to the present invention has no channel classification, there is no configuration for selecting a channel.
  • FIG. 7 shows an example of a lobby screen according to the present invention.
  • the lobby screen is a screen for selecting a character or a channel in a game that distinguishes channels
  • the lobby screen is a screen for selecting a character and a game room.
  • the lobby screen in the present invention shown in Fig. 7 is used to select an entrance option.
  • the selection of the character can still be performed in the lobby screen, the game room list is also selectable in the lobby screen.
  • a character is an object that acts in the game on behalf of the user as a substitute for the user in the game.
  • the character may be set as one person in the game, and may be set in various forms such as a machine, a weapon, or a specific tribal group or race, and the setting may vary depending on the characteristics of the game.
  • a user can create and use one or more characters in a game, and some games may change a character at every game execution, depending on the game. Therefore, the user may determine whether to generate a character on the lobby screen and click the character generation icon (CC) on the lobby screen to generate the character.
  • CC character generation icon
  • the game server determines that the user uses the existing character (S1230). However, when the character generation icon is clicked, the user wants to generate a new character, and thus displays the character generation screen.
  • FIG. 8 shows an example of a character generation screen.
  • a character may be generated by simply selecting one of three characters.
  • the character may be generated by a combination of various options according to the characteristics of the game.
  • FIG. 9 is a flowchart illustrating the entry option selection step of FIG. 1 in detail.
  • the entry option is an option for setting a property of a game room that a user wants to perform, and various options may be provided according to the type of game.
  • a match type option EO1 a mission completion option EO2, and a participant option EO3 are illustrated.
  • Each option can be set differently depending on the game.
  • the match type option it is possible to set whether to perform a team match or an individual match.
  • the representative game that forms a team or clan to perform a mission is a first-person shooter or first-person shooting (FPS) game.
  • An FPS game is a competitive computer and video game played through the point of view of a character in a first-person game to give the user a feeling of actually entering the game.
  • FPS games were defined to describe first-person view games of a particular genre that began in the early 1990s, and are mainly used for aiming and firing games with a variety of weapons and limited ammunition.
  • the FPS game developed and released is not merely a computer-to-person battle, but a game in which a large number of users (ie, players or gamers) are teamed up to compete with each other.
  • the FPS game in which teams compete with users is more enjoyable to users than competition between individuals and computers or between individuals.
  • new satisfaction is given to users by establishing an operation through team play or performing a mission by sharing a role. Accordingly, a lot of FPS games in the form of team play have recently been released.
  • missions in a team-play FPS game are determined by winning a mission when the team member has been killed, performing it over several rounds.
  • Another method is to obtain a certain score when killing the opponent, the sum of each individual score or the team score that the team reaches a certain target first wins the way. In this way, even if a character dies, it is usually implemented to come back to life after a certain time.
  • the FPS game Since the FPS game generally tends to prefer team matches to individual matches, the FPS game provides a match type option so that the team matches and individual matches can be searched separately.
  • the mission completion option EO2 may set whether to perform a time-limited mission or to complete a mission without a time limit.
  • the participant option EO3 may set the number of users who can participate in the game room. Options for each entry option may be provided in various forms such as a select button or a pull down menu.
  • the entry option is not an option for creating a game room, but an option for searching for a game room that a user wants to participate among already created game rooms.
  • the game client determines whether a match type option is selected among three entrance options (S1310). If the match type option is selected, the game client transmits the selected one of the plurality of match options to the game server, and the game server searches for a game room that matches the transmitted options, and selects the found game rooms from the game room list (RL). Display on (1320).
  • the game client also determines whether a mission completion option is selected (S1330). If the mission completion option is selected, the game client transmits the selected one of the plurality of mission completion options to the game server, and the game server searches for a game room matching the transmitted options, and selects the found game rooms from the game room list (RL). (1340). At this time, if the match type option was previously selected, the game client transmits the selected match type option and the selected mission completion option to the game server, and the game server searches for a game room list that satisfies both selected options to the game client. send.
  • the game client also determines whether the participant option is selected (S1350). If the participant option is selected, the game client transmits the selected option among the plurality of participant options to the game server, and the game server searches for a game room that matches the transmitted option, and selects the found game rooms from the game room list (RL). (1360). As in the case of the mission completion option, if the match type option and the mission completion option were previously selected, the selected match type option, the selected mission completion option, and the selected participant option are transmitted together to the game server, and the game server sends the selected three options. It retrieves a list of all game rooms that satisfies them and sends them to the game client. Thereafter, the game client determines whether the user matching option is activated as shown in FIG. 1 (S1400).
  • entry options may be variously set according to a game.
  • FIG. 10 is a detailed flowchart illustrating the user score calculation step of FIG. 1.
  • a step of calculating a user score is divided into a step of multiplying each of a plurality of factors selected for calculating a user's score and a step of adding up a user score by adding each of the plurality of factors multiplied by the weight.
  • multiplying each of the plurality of factors by the weight multiplies the user level by the weight (a) (S1510).
  • step S1550 the number of kills for the last specified period (for example, one month) is multiplied by the weight (e) (S1550), and the number of recent plays is multiplied by the weight (f) (S1560).
  • the weights a to f are real numbers, and are preset and stored in the game client. Weights may be used to specify importance for a plurality of factors, and may be used to equalize the degree to which each of the plurality of factors contributes to a user's score. For example, the user's level, recent play count, cumulative kill count, recent kill count, and the like among the plurality of factors in FIG. 10 are generally expressed as natural numbers. However, the winning rate of the user or the winning rate of the current mode may be expressed as a number less than or equal to 1 having a decimal point in some cases. In this case, the rate at which the winning rate is reflected in the score of the actual user is very small. In the present invention, by multiplying each factor with a suitable weight, the degree to which each of the plurality of factors contributes to the user's score can be equalized. Weights may also be used to set higher contribution rates of certain factors.
  • the types and weights a to f of the plurality of factors selected may vary according to games or game service providers.
  • a user may select a user matching condition setting button (UMB) to select a factor to be calculated as a user score among a plurality of factors, and the user may directly set a weight for each factor.
  • UMB user matching condition setting button
  • the game client adds up the user scores by adding all the plurality of factors multiplied by the weights a to f to calculate the score of the user (S1570).
  • the sum scores are transmitted to the game server together with a plurality of pieces of factor information and weight values a to f as user scores.
  • FIG. 11 is a flowchart illustrating the game room search step of FIG. 1 in detail.
  • the weight is multiplied by each of the plurality of factors for each game room. Steps and the average of each of the multiple multiplied by the weight is divided into steps to add the game room score.
  • the weights a to f are real numbers, respectively, and are values received from the game client.
  • the reason why the weight is transmitted from the game client is that if the weight value for calculating the user's score and the weight value for calculating the game room's score are different, the game room suitable for the user cannot be searched due to the difference in weight.
  • the game server since the game server knows the weight value in advance, the game client does not need to separately transmit the weight value.
  • the game client calculates an average value for each factor for all users of the game room (S1680). This is to calculate the average score of the game room by a plurality of factors. As mentioned above, even if one of the users of the game room is at a level similar to the score of the currently connected user, if the score of the remaining users is significantly different from the score of the currently connected user, the interest in the game will be lost. Can be. Therefore, the game server calculates an average value for each factor in order to search for a room in which the average score calculated by a plurality of factors for all users of the game room is similar to the score of the user.
  • the total score is added up by adding up the average value for each factor similarly to the user score (S1680).
  • the sum score thus calculated is the score of the game room, and the game server searches for a game room having a score most similar to the user score transmitted from the game client among the plurality of game rooms (S1690).
  • the retrieved game room information is transmitted to the game client.
  • the searched game room information may represent one game room having a score most similar to the user score, or may represent all game rooms having a score within a predetermined reference range from the user score. In addition, depending on the setting, it may represent a specified number of game rooms having a score most similar to the user score.
  • the average of each of the plurality of factors is calculated after multiplying a weight corresponding to each of the plurality of factors for all users of each of the plurality of game rooms, but the average value of the factors of all the users of each of the plurality of game rooms is calculated. After obtaining, the average value of each factor may be multiplied by a weight.
  • the user score may be calculated for each user of the game room in the same manner as the user score of FIG. 10, and then the average of the user scores may be calculated.
  • the game server searches for a game room and transmits the game room to the game client
  • the game client is immediately connected to the corresponding game room in the game server and entered (S1800).
  • the game server it is assumed that one game room having the score closest to the user's score is retrieved from the game server.
  • FIG. 12 shows an example of a flowchart detailing an entry step into the searched game room of FIG. 1, and FIG. 13 shows an example of a game room screen.
  • the user determines whether to perform the game in the current game room by identifying the members of the game room and the property of the room (S1820).
  • the game room displays the properties of the game room (mission to be performed, user level, etc.) together with other users who will play the game together. Therefore, when entering the game room, the user checks the members of the current game room or the properties of the game room and determines whether to start the game in the selected game room.
  • the user determines the game room and enters a game start waiting state (S1830).
  • the game room is in a state where the game start condition is satisfied in the game start standby state, the game may be started by the head of the game room (S2100).
  • the user may return to the entry option selection step S1300 to enter another game room.
  • the game starts (S2100). However, if the member of the game room entered or the properties of the game room is different from the user wants, the entry option can be selected again (S1300). In addition, the user may create a new game room (S2000).
  • FIG. 14 shows an example of a game room creation screen.
  • the game room creation screen may set the name of the game room to be generated, the number of users who can participate in the game room, and the game attributes of the game room.
  • the attributes of the game room or the number of participants can be freely set by the user creating the game room in the area supported by the game.
  • FIG. 15 shows another example of a flowchart detailing an entry step into the retrieved game room of FIG.
  • Figure 15 allows the user to select when there are multiple matched game rooms.
  • the plurality of game rooms are game rooms having a score within a reference range from the score of the user.
  • the matched game room may display the values of the searched factors such as the user's level along with the game room score. That is, when the user level is included among the plurality of factors, the levels of the users entering the game room may be displayed.
  • the user selects one of a plurality of game rooms displayed through the game client.
  • FIG. 16 is a flow chart illustrating in detail the steps of creating and entering a new game room of FIG.
  • the game server If it is determined in FIG. 1 that no game room matching the condition exists (S1700), it is notified that there is no matched game room (S1900). Accordingly, the user may create a new game room. If the user selects to create a new game room, the game server generates a game room with a random name (S2010). The generated game room receives the entry option selected by the user as a game room property (S2020). That is, when the user selects the level condition as the entry option, the game room property is inherited so that only users within the level difference specified by the user level can enter the game. When the game room property is determined, the player enters the game room (S2030). Since the current user has created the game room, the user is set as the owner of the generated game room to obtain the owner's right (S2040).
  • S2020 game room property
  • the game server determines whether the user changes the name of the game room (S2050). If the user wants to change the game room name, the game server sets the game room name to the name input by the user (S2060). However, if the user does not change the game room name, it is determined whether the game room property is changed (S2070). If the user wants to change the game room property, the game server changes the game room property according to the game room property selected by the user (S2080). When the game room name and property setting is completed, the game is in the waiting state for starting the game, and when the game room meets the game starting condition, the game may be started by the head of the game room (S2100).
  • the user matching method in the Internet game according to the present invention is different from the existing game, the user does not directly enter the game room to enter the game room, the entrance directly to the game room that matches the entry option selected by the user Make it possible. You can quickly search for and enter a game room that matches your game level, so you don't have to move the game room unnecessarily, so you can increase your game time and increase your interest in the game. In addition, the frequent movement of game rooms and channels is reduced, which increases the efficiency of the game server, and distributes the load evenly among the multiple channels without notifying the user of the channel status. can do.
  • a user matching system in an internet game according to an embodiment of the present invention includes a plurality of user computers 101 to 10n, the Internet 200, and a game server 300. Each of the plurality of user computers 101 to 10n is connected to the game server 300 through the Internet 200, and a game client for playing a game is installed.
  • the game server is simply expressed as one server, but the game server 300 may include a web server 210 and a game execution server 320. Since the game server 300 needs to perform various tasks, the efficiency is low when implemented as a single server. In this regard, most of the recently provided Internet games are divided into functions of the game server 300, and the services are divided into a web server 310 and a game execution server 320 according to respective functions, thereby increasing server efficiency. .
  • a general game server includes a channel server (not shown) in addition to the web server 310 and the game execution server 320, but the game server of the present invention does not distinguish between channels and thus does not include a channel server. However, in some cases, even if a channel server is provided, the user may be configured not to recognize the channel server.
  • the web server 310 provides a web page to which a user can access, and is a server that provides various services such as chatting, clubs, shopping malls, etc. to various user computers 101 to 10n to be connected.
  • a plurality of users access the web server 310 through the computers 101 to 10n.
  • other users may access the web server 310 through the Internet 200 to play a game.
  • It may be a terminal.
  • a mobile communication terminal, a television with Internet connection, or the like can be used.
  • the web server 310 may include a web database that stores items for enabling a user to perform various functions on the web or a game, and stores item information owned by the users.
  • the web server 310 sells various items to the users by referring to the web database, and stores the user information in the web database when the user purchases these items.
  • the web server 310 provides a lobby screen from which the user can directly select an entry option, and stores the entry option selected by the user as user information in a web database and transmits the same to the game execution server 320.
  • the web server 310 When the user selects a game through the web server 310, the web server 310 starts a game client that is preinstalled in the user computers 101 to 10n, and the user computer 101 to 10n by the started game client. Is connected to the web server 310 via the Internet 200. Here, it is assumed that the game client is pre-installed on the user computers 101 to 10n, but otherwise, the web server 310 determines this and controls the user program for the game when necessary. do.
  • the game execution server 320 may include a game database that stores game-specific logic for controlling a game.
  • the game logic refers to rules specified to automatically advance the game according to a rule defined in the game, and refers to a series of progression in the game.
  • the game execution server 320 may search for a game room corresponding to an entry option selected by the user among the plurality of opened game rooms and transmit the same to the game client.
  • the entrance option selected by the user may be transmitted from the web server 310, and the game execution server 320 searches for a game room matching the transmitted entrance option and transmits game room information to the game client.
  • the searched game room may be one or plural.
  • the game execution server 320 provides the game service selected by the user through the web server 310 to the user by referring to the game database. That is, the game execution server 320 proceeds with reference to the game database according to game rules determined for each game. In addition, the game execution server 320 displays a game room to the user so as to correspond to the changed or set components when the user who opened the game room has changed or newly set up a component of the game room using a game room property change item. In addition, if a property of a game performed in the game room is changed or newly set, the game proceeds according to the changed or newly set property.
  • the game execution server 320 displays the game room or controls the game through the game client in the user computer (101 ⁇ 10n).
  • the game execution server 320 opens the game room so as to correspond to the components of the game room set by the user, and when the counterpart user enters the game room, the game room of the game room set by the user also enters the user's computer. Control to display the game room according to the component. In this case, the game execution server 320 also controls the display of the game room through the game client in the computer of the entering user.
  • the game execution server 320 may be controlled by a spectator who can observe the game in progress when a new user enters the game while the user is playing a game in a game room whose attributes are changed to a specific component. At this time, the game execution server 320 controls the game room to be displayed to the spectator so as to correspond to a specific component set by the user while transmitting the ongoing game screen to the spectator.
  • the user computers 101 to 10n may include a game client, and the game client may include a client database.
  • the game client connects to the web server 310 of the game service company and the game execution server 320 through the Internet 200 to provide a game service to the user.
  • the client database provides a game database for the game client to the user. It stores data necessary for providing, for example, game room related components, game attributes, and the like.
  • the entry option is stored in the web database of the web server 310, but the entry option may be stored in the client database of each of the user computers 101 to 10n.
  • the web server 310 and the game execution server 320 have been described as having a web database and a game database, respectively, the web database and the game database may be separately provided as separate devices.
  • one web server 310 and one game execution server 320 are illustrated in the above, a plurality of web server 310 and game execution server 320 may be provided.
  • the plurality of web servers may each include a web database, or may share one web database separately.
  • each of the plurality of game execution servers 320 may have a game database separately, but a plurality of game execution servers 320 may share and use one game database. It may be. When the plurality of game execution servers 320 share one game database and use the same, the search efficiency of the game room may be increased.
  • the above-described functions may be executed by being recorded on a recording medium readable by a computer and executed by a computer.
  • the above-described program is encoded in a computer language such as C, C ++, JAVA, machine language, etc. which can be read by a computer processor (CPU). Code may be included.
  • Such code may include a function code associated with a function or the like that defines the above-described functions, and may include execution procedure-related control code necessary for a processor of the computer to execute the above-described functions according to a predetermined procedure.
  • the code may further include memory reference-related code for additional information or media required for a processor of the computer to execute the above-described functions at which location (address address) of the computer's internal or external memory. .
  • the code indicates that the processor of the computer is a communication module of the computer (eg, a wired and / or wireless).
  • the communication code may further include communication related codes such as how to communicate with any other computer or server in the remote, and what information or media should be transmitted and received during communication.
  • codes and code segments associated therewith may be used in consideration of a system environment of a computer that reads a recording medium and executes the program. It may be easily inferred or changed by.
  • Examples of recording media that can be read by a computer recording a program as described above include, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical media storage device, and the like.
  • a computer-readable recording medium having recorded a program as described above may be distributed to computer systems connected through a network so that computer-readable codes may be stored and executed in a distributed manner.
  • any one or more of the plurality of distributed computers may execute some of the functions presented above, and transmit the results to one or more of the other distributed computers, and receive the results.
  • the computer may also execute some of the functions presented above, and provide the results to other distributed computers as well.
  • a computer-readable recording medium recording an application which is a program for executing a user matching method in an internet game, according to an embodiment of the present invention, may be associated with an application store server, an application, or a corresponding service. It may be a storage medium (eg, a hard disk, etc.) included in an application provider server such as a web server or the application providing server itself.
  • an application provider server such as a web server or the application providing server itself.
  • the computer which can read the recording medium which recorded the application which is the program for executing the user matching method in the internet game which concerns on each embodiment of this invention is not only a general PC, such as a desktop or a notebook, but also a smart phone and a tablet PC. It may include mobile terminals, such as PDA (Personal Digital Assistants) and mobile communication terminal, as well as to be interpreted as all computing devices (Computing).
  • PDA Personal Digital Assistants
  • mobile communication terminal as well as to be interpreted as all computing devices (Computing).
  • a computer capable of reading a recording medium recording an application which is a program for executing a user matching method in an internet game may be a smart phone, a tablet PC, a personal digital assistant (PDA), a mobile communication terminal, or the like.
  • the application may be downloaded from the application providing server to a general PC and installed on the mobile terminal through a synchronization program.

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Abstract

L'invention concerne un procédé, un système et un support d'enregistrement pour apparier des utilisateurs dans un jeu Internet. L'invention permet à des utilisateurs d'entrer directement dans une salle de jeu d'un niveau approprié à chacun des utilisateurs de manière à augmenter l'intérêt du jeu. Un procédé pour apparier les utilisateurs dans un jeu Internet, selon la présente invention, utilise un système de service de jeu Internet qui comprend un serveur de jeu pour fournir un service de jeu sans distinction de canaux et une pluralité de terminaux d'utilisateur qui accèdent au serveur de jeu par l'intermédiaire d'Internet, et comprend les étapes : d'accès, par un ou plusieurs terminaux d'utilisateur, au serveur de jeu en mettant en oeuvre un client de jeu ; de sélection, par l'utilisateur, d'une option d'appariement d'utilisateurs parmi une pluralité d'options d'entrée qui sont fournies par le serveur de jeu ; de calcul d'un score de l'utilisateur au moyen d'une pluralité de facteurs qui sont prédéterminés lorsque l'option d'appariement d'utilisateurs est activée ; de calcul d'un score de chacune des salles de jeu parmi une pluralité de salles de jeu qui sont établies sur le serveur de jeu au moyen d'une pluralité de facteurs, et de recherche d'une salle de jeu ayant le score de salle de jeu qui est calculé et qui correspond au score de l'utilisateur ; d'acceptation de l'entrée dans la salle de jeu qui correspond lorsque la salle de jeu ayant le score de salle de jeu qui est calculé et qui correspond au score de l'utilisateur existe ; et de lancement du jeu dans la salle de jeu dans laquelle l'entrée est autorisée.
PCT/KR2012/008810 2011-11-09 2012-10-25 Procédé et système d'appariement d'utilisateurs dans un jeu internet WO2013069912A1 (fr)

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KR101929033B1 (ko) * 2017-05-17 2018-12-13 넷마블 주식회사 게임 플레이어 매칭 방법 및 장치
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KR102670093B1 (ko) * 2021-12-06 2024-05-28 강혜진 뷰티 산업 실무교육 및 창업교육 커리큘럼을 이용한 온라인 교육프로그램 및 사후관리를 제공하는 시스템 및 방법

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