System and method configured to unlock content within a videogame
US-9364746-B2 · Jun 14, 2016 · US
US10857468B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10857468-B2 |
| Application number | US-201916397599-A |
| Country | US |
| Kind code | B2 |
| Filing date | Apr 29, 2019 |
| Priority date | Jul 3, 2014 |
| Publication date | Dec 8, 2020 |
| Grant date | Dec 8, 2020 |
A practical reading order for non-experts. Skip the full description unless you need deep technical detail.
What the patent document calls the invention.
A short plain-language summary of the technical disclosure.
Who owns or filed the patent and who is credited as inventor.
Filing, priority, publication, and grant dates set the timeline.
The legal scope of protection — read this for what is actually claimed.
Technology tags used to group this patent with similar filings.
Prior art links and similar publications in this corpus.
Official abstract text for this publication.
A matchmaking system and method is provided that facilitates optimization of player matches for multiplayer video games. The system may provide a generalized framework for matchmaking using historical player data and analytics. The framework may facilitate automatic determinations of an optimal mix of players and styles to produce the most satisfying user experiences. The system may dynamically update analytical processes based on statistical or otherwise observed data related to gameplay at any given time. In this manner, the system may continually tune the matchmaking process based on observations of player behavior, gameplay quality, and/or other information.
Opening claim text (preview).
What is claimed is: 1. A computer implemented method of matchmaking players for gameplay sessions, the method being implemented in a host computer having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the host computer to perform the method, wherein said host computer is in data communication with a plurality of computing devices and wherein each of said plurality of computing devices is configured to interact with an instance of a multiplayer video game, the method comprising: identifying, by the host computer, a potential match of at least a first player and a second player to be placed in a gameplay session to play the multiplayer video game; obtaining, by the host computer, a plurality of match variables used to assess the potential match, wherein the plurality of match variables includes at least a first match variable and wherein each of the plurality of match variables has a value associated therewith; obtaining, by the host computer, a plurality of coefficients used to provide weights to corresponding ones of the plurality of match variables, the plurality of coefficients including at least a first coefficient corresponding to the first match variable, wherein the first coefficient comprises a first default value and wherein each of the plurality of coefficients is distinct from each of the values associated with each of the plurality of match variables; changing the first default value to a first tuned value; generating, by the host computer, a match score for the potential match based on the first match variable and the first coefficient having the first tuned value; determining, by the host computer, whether the first player and the second player should be placed in the gameplay session based on the match score; and causing, by the host computer, the first player and the second player to be placed in the gameplay session responsive to a determination that the first player and the second player should be placed in the gameplay session. 2. The method of claim 1 , wherein determining whether the first player and the second player should be placed in the gameplay session based on the match score comprises: obtaining, by the host computer, at least a first wait time that indicates an amount of time that the first player has been waiting to be matched; adjusting, by the host computer, a threshold match score based on the first wait time; and comparing, by the host computer, the match score to the adjusted threshold match score. 3. The method of claim 1 , wherein the plurality of match variables includes a second match variable and the plurality of coefficients includes a second coefficient corresponding to the match variable, the method further comprising: changing a second default value of the second coefficient to a second tuned value, wherein the change from the first default value to the first tuned value comprises a decrease to de-emphasize the first match variable and the change from the second default value to the second tuned value comprises an increase to emphasize the second match variable. 4. The method of claim 1 , the method further comprising: receiving a first gameplay preference of a first player, wherein the first default value is changed to the first tuned value responsive to the first gameplay preference. 5. The method of claim 4 , wherein the first gameplay preference is received from the first player. 6. The method of claim 4 , wherein the first gameplay preference is obtained from a first player profile associated with the first player, wherein the first player profile is generated based on a historical gameplay of the first player. 7. The method of claim 4 , wherein the first gameplay preference relates to a preference to play with preferred players, the method further comprising: causing one or more match scores for one or more potential matches to be adjusted higher based on the first tuned value to increase a likelihood that the first player is matched with one or more preferred players. 8. The method of claim 4 , wherein the first gameplay preference relates to a preference to play as a particular role, the method further comprising: causing one or more match scores for one or more potential matches to be adjusted higher based on the first tuned value to increase a likelihood that the first player is matched to play as the particular role. 9. The method of claim 1 , the method further comprising: identifying a change in circumstance related to gameplay, wherein the change from the first default value to a first tuned value is made responsive to the change in circumstance. 10. The method of claim 9 , wherein the change in circumstance is associated with a poor performance of the first player during gameplay, the method further comprising: causing one or more match scores for one or more potential matches to be adjusted higher based on the first tuned value to increase a likelihood that the first player is matched with an easier opponent and/or higher skilled team mates. 11. The method of claim 9 , wherein the change in circumstance relates to a length of time that the first player has waited to be matched, the method further comprising: causing one or more match scores for one or more potential matches to be adjusted higher based on the first tuned value to increase a likelihood that the first player is matched in a less amount of time compared to the first default value. 12. The method of claim 1 , the method further comprising: obtaining one or more quality factors used to assess player satisfaction of the gameplay session; and determining a quality of the gameplay session based on the one or more quality factors. 13. The method of claim 12 , the method further comprising: correlating the first match variable and/or the first coefficient with the quality of the gameplay session; and tuning the first coefficient based on the correlation, wherein the tuned first coefficient is used to match the first player and/or the second player in a subsequent gameplay session. 14. The method of claim 1 , wherein the first match variable comprises: a latency between the first player and the second player, a player skill level, a team composition, a presence or absence of preferred players, a time that the first player has waited to be matched, a location of the player, and/or one or more explicit user preferences received from the first player. 15. A system of matchmaking players for gameplay sessions, the system comprising: a host computer, wherein said host computer is in data communication with a plurality of computing devices, wherein each of said plurality of computing devices is configured to interact with an instance of a multiplayer video game and wherein said host computer has one or more physical processors programmed by computer program instructions that, when executed, cause the host computer to: identify a potential match of at least a first player and a second player to be placed in a gameplay session to play the multiplayer video game; obtain a plurality of match variables used to assess the potential match, the plurality of match variables including at least a first match variable, and each of the plurality of match variables having a value associated therewith; obtain a plurality of coefficients used to provide weights to corresponding ones of the plurality of match variables, the plurality of coefficients including at least a first coefficient corresponding to the first match variable, wherein the first coefficient comprises a first default value and where
Timing aspects of game play, e.g. blocking/halting the operation of a gaming machine · CPC title
for trading virtual items · CPC title
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor · CPC title
Games involving multiple players · CPC title
for finding other players; for building a team; for providing a buddy list · CPC title
Related publications grouped by family.
Answers are generated from the same data shown on this page.