Multiplayer video game matchmaking optimization

US10610786B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10610786-B2
Application numberUS-201815993445-A
CountryUS
Kind codeB2
Filing dateMay 30, 2018
Priority dateMar 8, 2016
Publication dateApr 7, 2020
Grant dateApr 7, 2020

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

Embodiments of systems presented herein may identify users to include in a match plan. A parameter model may be generated to predict the retention time of a set of users. A queue of potential users, a set of teammates, and/or opponents may be selected from a queue of waiting users. User information for the set of teammates and/or opponents may be provided to the parameter model to generate a predicted retention time. The set of teammates and/or opponents may be approved if the predicted retention time meets a predetermined threshold. Advantageously, by creating a match plan based on retention rates, the engagement and/or retention level for a number of users may be improved compared to existing multiplayer matching systems.

First claim

Opening claim text (preview).

What is claimed is: 1. A computer-implemented method comprising: as implemented by an interactive computing system configured with specific computer-executable instructions, generating a match plan by at least selecting a plurality of users from a queue of users waiting to play an instance of a video game, wherein a first user and a second user of the plurality of users are designated as a user pair to be selected to play together in an instance of the video game; for each user from the plurality of users, accessing user interaction data associated with the user's interaction with the video game; determining a predicted retention value for the match plan based at least in part on the user interaction data for each user from the plurality of users, the predicted retention value associated with a predicted amount of time that a set of users included in the match plan will play the video game; determining that the predicted retention value of the match plan does not satisfy a match plan retention threshold; and generating an updated match plan by substituting at least one user from the plurality of users with another user from the queue of users while maintaining the first user and the second user as a user pair to be selected to play together in an instance of the video game. 2. The computer-implemented method of claim 1 , wherein the first user and the second user are selected from the queue based at least in part on an indicated desire by the first user and the second user to play the video game together as teammates or opponents. 3. The computer-implemented method of claim 1 , further comprising: determining a predicted retention value for the updated match plan based at least in part on user interaction data for users included in the updated match plan; determining that the predicted retention value for the updated match plan satisfies the match plan retention threshold; and causing execution of at least a portion of the video game with the users included in the updated match plan as players of the video game. 4. The computer-implemented method of claim 1 , further comprising maintaining the first user and the second user as a user pair by substituting at least the first user and the second user with a pair of users from the queue of users. 5. The computer-implemented method of claim 1 , wherein generating the predicted retention value comprises aggregating a retention value generated for each user included in the match plan. 6. The computer-implemented method of claim 1 , wherein the predicted retention value is based on one or more predicted user retention values associated with one or more users included in the match plan, wherein each predicted user retention value corresponds to a predicted amount of time that a user associated with the user retention value will play the video game. 7. The computer-implemented method of claim 1 , wherein the predicted retention value comprises a probability value. 8. The computer-implemented method of claim 1 , wherein the set of users comprises one or more users included in the match plan. 9. The computer-implemented method of claim 1 , wherein determining the predicted retention value comprises: providing the user interaction data for each user from the plurality of users to a parameter function, the parameter function generated based at least in part on a machine learning algorithm; and determining the predicted retention value based at least in part on an output of the parameter function. 10. The computer-implemented method of claim 9 , further comprising generating the parameter function by at least: accessing training input data, the training input data associated with a second plurality of users who play the video game; accessing a set of output data for the second plurality of users, the output data associated with a retention value for the second plurality of users; and using the machine learning algorithm to determine the parameter function based at least in part on the set of input data and the set of output data. 11. The computer-implemented method of claim 9 , wherein the parameter function is selected from a plurality of parameter functions based on one or more weight values assigned to one of more of the parameter functions of the plurality of parameter functions, wherein the weight values are based at least in part on one or more of the following: a number of variables included in the parameter function; a complexity of a mathematical algorithm associated with the parameter function; or an accuracy of an output of the parameter function compared to the output data. 12. A system comprising: an electronic data store configured to store user interaction data for users of a video game; a hardware processor in communication with the electronic data store, the hardware processor configured to execute specific computer-executable instructions to at least: generate a match plan by at least selecting a plurality of users from a queue of users waiting to play an instance of a video game, wherein a first user and a second user of the plurality of users are designated as a user pair to be selected to play together in an instance of the video game; for at least some users from the plurality of users, access, from the electronic data store, user interaction data associated with the user's interaction with the video game; determine a predicted retention value for the match plan based at least in part on the user interaction data for the at least some users from the plurality of users, the predicted retention value associated with a predicted amount of time that a set of users included in the match plan will play the video game; determine that the predicted retention value of the match plan does not satisfy a match plan retention threshold; and generate an updated match plan by substituting at least one user from the plurality of users with another user from the queue of users while maintaining the first user and the second user as a user pair to be selected to play together in an instance of the video game. 13. The system of claim 12 , wherein the hardware processor is further configured to execute specific computer-executable instructions to at least: determine that a user from the plurality of users is not associated with user interaction data or is associated with less than a threshold quantity of user interaction data; and associate the user with a default set of user interaction data. 14. The system of claim 12 , wherein the first user and the second user are selected from the queue based at least in part on an indicated desire by the first user and the second user to play the video game together as teammates or opponents. 15. The system of claim 12 , wherein the hardware processor is further configured to execute specific computer-executable instructions to at least: determine a predicted retention value for the updated match plan based at least in part on user interaction data for users included in the updated match plan; determine that the predicted retention value for the updated match plan satisfies the match plan retention threshold; and cause execution of at least a portion of the video game with the users included in the updated match plan as players of the video game. 16. The system of claim 12 , wherein the hardware processor is further configured to execute specific computer-executable instructions to at least maintain the first user and the second user as a user pair by substituting at least the first user and the second user with a pair of users from the queue of users. 17. A non-transito

Assignees

Inventors

Classifications

  • A63F13/79Primary

    involving player-related data, e.g. identities, accounts, preferences or play histories · CPC title

  • A63F13/795Primary

    for finding other players; for building a team; for providing a buddy list · CPC title

  • Enforcing rules, e.g. detecting foul play or generating lists of cheating players · CPC title

  • A63F13/73Primary

    Authorising game programs or game devices, e.g. checking authenticity · CPC title

  • by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style · CPC title

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What does patent US10610786B2 cover?
Embodiments of systems presented herein may identify users to include in a match plan. A parameter model may be generated to predict the retention time of a set of users. A queue of potential users, a set of teammates, and/or opponents may be selected from a queue of waiting users. User information for the set of teammates and/or opponents may be provided to the parameter model to generate a pr…
Who is the assignee on this patent?
Electronic Arts Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/79. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Apr 07 2020 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 12 related publications on this page (citations in our corpus or others sharing the same primary CPC).