Systems and methods that enable player matching for multi-player online games

US11065547B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-11065547-B2
Application numberUS-201715706551-A
CountryUS
Kind codeB2
Filing dateSep 15, 2017
Priority dateJul 17, 2012
Publication dateJul 20, 2021
Grant dateJul 20, 2021

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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.

The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable a spectator's experience for online active games. In a preferred embodiment, an online multiuser game system includes a user matching system configured to match users for a game session, wherein the user matching system is enabled to match a first user with another user based at least in part on behavior data in the first user's profile.

First claim

Opening claim text (preview).

What is claimed is: 1. A computer-implemented method for matching a plurality of players of an online multiuser game system, the method comprising: enabling, for each player of the plurality of players, a game client associated with the player to establish a plurality of real-time interactive game sessions with the online multiuser game system over a public network; storing, for each player of the plurality of players, a plurality of commendation vectors, each commendation vector of the plurality of commendation vectors being defined by one other player of the plurality of players into behavior data of the player based on a selection of a corresponding one of a plurality of pre-defined commendation types by the one other player; calculating, for each player of the plurality of players, a category score for each commendation type of the plurality of pre-defined commendation types based on a number of times the commendation type is identified in the behavior data of the player; determining, for each player of the plurality of players, a personality category of a plurality of pre-defined personality categories based on the category scores calculated for the player and a set of pre-defined thresholds associated with the personality category; and matching a first player of the plurality of players with at least a second player of the plurality of players for a real-time interactive game session based at least in part on the determined personality categories for both the first player and the second player. 2. The method of claim 1 , wherein the first player is matched with at least the second player based on a determination that the personality categories determined for the first player and the second player are compatible. 3. The method of claim 1 , wherein the first player is matched with at least the second player to form a team for the real-time interactive game session, the team having a set of players including at least the first player and at least the second player. 4. The method of claim 3 , wherein the team is formed based on the category scores calculated for the set of players and one of a plurality of predefined formulas. 5. The method of claim 1 , wherein the first player is matched as an opponent against the second player for the real-time interactive game session. 6. The method of claim 1 , wherein for each player of the plurality of players, each commendation vector of the plurality of commendation vectors is defined by another one of the plurality of players after one of the plurality of real-time interactive game sessions. 7. The method of claim 6 , wherein for each player of the plurality of players, each commendation vector of the plurality of commendation vectors is defined via a graphical user interface displayed by another game client of the one other player of the plurality of players. 8. The method of claim 1 , further comprising: before matching the first player with at least the second player, matching the first player with a third player of the plurality of players based on a determination that the first player and the third player have a first degree connection. 9. The method of claim 8 , the first degree connection being determined based on the behavior data of the first player having a first commendation defined by the third player, and the behavior data of the third player having a second commendation defined by the first player. 10. The method of claim 1 , further comprising: before matching the first player with the second player, matching the first player with a third player of the plurality of players based a determination that the first player and the third player have a second degree connection. 11. The method of claim 10 , the second degree connection being determined based on one of— the behavior data of the third player having a first commendation defined by the first player, or the behavior data of a fourth player having a second commendation defined by the first player, the behavior data of the fourth player having a third commendation defined by the third player, and the behavior data of the third player having a fourth commendation defined by the fourth player. 12. The method of claim 1 , further comprising: before matching the first player with the second player, matching the first player with a third player of the plurality of players based a determination that no first degree or second degree connection is available, and that the first player and the third player have a third degree connection. 13. The method of claim 12 , the third degree connection being determined based on one of— the behavior data of a fourth player having a first commendation defined by the first player, and the behavior data of the third player having a second commendation defined by the fourth player, or the behavior data of a fifth player having a third commendation defined by the first player, the behavior data of a sixth player of the plurality of players having a fourth commendation defined by the fifth player, the behavior data of the third player having a fifth commendation defined by the sixth player, and the behavior data of the sixth player having a sixth commendation defined by the third player. 14. The method of claim 1 , further comprising: storing, for each player of at least a portion of the plurality of players, the category scores calculated for the player to a memory cache based on a determination that the player is logged into the online multiuser game system, wherein the first player and at least the second player are matched based on the calculated category scores for both the first player and the second player being retrieved from the memory cache. 15. The method of claim 1 , wherein the first player and the second player are matched based further in part on an assessment of the plurality of commendation vectors defined in the behavior data for each of the first player and the second player. 16. An online multiuser game system comprising: at least one processor; and at least one computer storage media storing computer-usable instructions that, when used by the at least one processor, cause the at least one processor to: enable, for each player of a plurality of players, a game client associated with the player to establish a plurality of real-time interactive game sessions with the online multiuser game system over a public network; store, for each player of the plurality of players, a plurality of commendation vectors, each commendation vector of the plurality of commendation vectors being defined by one other player of the plurality of players in behavior data of the player and based on a selection of a corresponding one of a plurality of pre-defined commendation types by the one other player; calculate, for each player of the plurality of players, a category score for each commendation type of the plurality of pre-defined commendation types based on a number of times the commendation type is identified in the behavior data of the player; determine, for each player of the plurality of players, a personality category of a plurality of pre-defined personality categories based on the category scores calculated for the player and a set of pre-defined thresholds associated with the personality category; and match a first player of the plurality of players with at least a second player of the plurality of players to form a team for a real-time interactive game session, the first player and at least the second player being matched to form the team based at least in part on the personality categories determined for the first player and at least the

Assignees

Inventors

Classifications

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

  • User profiles · CPC title

  • for assessing skills or for ranking players, e.g. for generating a hall of fame · CPC title

  • A63F13/795Primary

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

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Frequently asked questions

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What does patent US11065547B2 cover?
The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable a spectator's experience for online active games. In a preferred embodiment, an online multiuser game system includes a user matching system configured to match users for a game session, wherein the user matching system is enabled to match a first user with another us…
Who is the assignee on this patent?
Riot Games Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/795. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jul 20 2021 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 1 related publication on this page (citations in our corpus or others sharing the same primary CPC).