Management of streaming video data
US-2024335739-A1 · Oct 10, 2024 · US
US9352234B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9352234-B2 |
| Application number | US-201414212523-A |
| Country | US |
| Kind code | B2 |
| Filing date | Mar 14, 2014 |
| Priority date | Mar 14, 2014 |
| Publication date | May 31, 2016 |
| Grant date | May 31, 2016 |
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Official abstract text for this publication.
Systems, device and techniques are disclosed for rating a multiplayer videogame active player based on the retention of one or more qualifying players after their interaction with the active player. An interaction event between an active player and a qualifying player may be detected and a retention value based on the qualifying player returning to the multiplayer videogame may be determined. The active player may be rated based at least on the retention value of the qualifying player.
Opening claim text (preview).
The invention claimed is: 1. A method comprising: detecting, by a server, a first interaction event, within a multiplayer video game being executed by the server, between an active player and a qualifying player from respective user devices; determining, by the server, a retention value for the qualifying player, the retention value based on the qualifying player returning to the multiplayer video game that is executed by the server, after the interaction event; rating, by the server, the active player based at least on the retention value of the qualifying player. 2. The method of claim 1 , wherein the first interaction event corresponds to the active player and the qualifying player participating in the same instance of a multiplayer video game. 3. The method of claim 1 , wherein the first interaction event corresponds to communication between the active player and the qualifying player, within a multiplayer video game. 4. The method of claim 1 , wherein the first interaction event corresponds to the active player and the qualifying player participating as members of the same team within a multiplayer video game. 5. The method of claim 1 , wherein the first interaction event corresponds to the active player and the qualifying player participating as members of different teams within a multi-player video game. 6. The method of claim 1 , wherein the retention value is further based on the qualifying player returning to the multiplayer video game within a threshold time period. 7. The method of claim 6 , wherein the threshold time period is one selected from the group consisting of: a minute, an hour, a day, a week, a month, and a year. 8. The method of claim 1 , wherein the retention value for the qualifying player is weighted higher if the qualifying player returned to the multiplayer video game sooner than later. 9. The method of claim 1 , wherein the retention value is further based on the number of times the qualifying player returns to the multiplayer video game within a threshold time period. 10. The method of claim 1 , wherein the retention value is further based on the duration for which the qualifying player returns to the multiplayer video game. 11. The method of claim 1 , wherein the rating is based on the retention value of multiple players. 12. The method of claim 1 , wherein the active player is one selected from: a human player and a bot player. 13. The method of claim 1 , further comprising; ranking, by the server, the active player based on the rating. 14. The method of claim 1 , further comprising: detecting, by the server, a second interaction event between the active player and the qualifying player; weighing, by the server, the retention value for the qualifying player higher based on detecting the second interaction event; and rating, by the server, the active player based at least on the higher weighted retention value of the qualifying player. 15. The method of claim 1 , further comprising: determining, by the server, that the qualifying player is a new player based on a new player threshold; weighing, by the server, the retention value for the qualifying player higher based on determining that the qualifying is a new player; and rating, by the server, the active player based at least on the higher weighted retention value of the qualifying player. 16. The method of claim 15 , wherein the new player threshold is one selected from the group consisting of: a number of hours, a number of days, a number of weeks, a number of months, a number of plays, and a duration of play. 17. The method of claim 1 , further comprising; matching, by the server, an unmatched player with the active player based on the rating. 18. The method of claim 1 , wherein the active player is more favorably rated for a higher retention value than for a lower retention value. 19. The method of claim 1 , further comprising: determining, by the server, that the active player's rating is below a threshold; and designating, by the server, the active player as an observed player based on the determination. 20. A system comprising: a processor of a server configured to: detect a first interaction event, within a multiplayer video game executed by the server, between an active player and a qualifying player from respective user devices; determine a retention value for the qualifying player, the retention value based on the qualifying player returning to the multiplayer video game, after the interaction event; rate the active player based at least on the retention value of the qualifying player. 21. The system of claim 20 , wherein the first interaction event corresponds to the active player and the qualifying player participating in the same instance of a multiplayer video game. 22. The system of claim 20 , wherein the first interaction event corresponds to communication between the active player and the qualifying player, within a multiplayer video game. 23. The system of claim 20 , wherein the first interaction event corresponds to the active player and the qualifying player participating as members of the same team within a multiplayer video game. 24. The system of claim 20 , wherein the first interaction event corresponds to the active player and the qualifying player participating as members of different teams within a multi-player video game. 25. The system of claim 20 , wherein the retention value is further based on the qualifying player returning to the multiplayer video game within a threshold time period. 26. The system of claim 25 , wherein the threshold time period is one selected from the group consisting of: a minute, an hour, a day, a week, a month, and a year. 27. The system of claim 20 , wherein the retention value for the qualifying player is weighted higher if the qualifying player returned to the multiplayer video game sooner than later. 28. The system of claim 20 , wherein the retention value is further based on the number of times the qualifying player returns to the multiplayer video game within a threshold time period. 29. The system of claim 20 , wherein the retention value is further based on the duration for which the qualifying player returns to the multiplayer video game. 30. The system of claim 20 , wherein the rating is based on the retention value of multiple players. 31. The system of claim 20 , wherein the active player is one selected from: a human player and a bot player. 32. The system of claim 20 , wherein the processor of the server ranks the active player based on the rating. 33. The system of claim 20 , wherein the processor of the server is further configured to: detect a second interaction event between the active player and the qualifying player; weigh the retention value for the qualifying player higher based on detecting the second interaction event; and rate the active player based at least on the higher weighted retention value of the qualifying player. 34. The system of claim 20 , wherein the processor of the server is further configured to: determine that the qualifying player is a new player based on a new player threshold; weigh the retention value for the qualifying player higher based on determining that the qualifying is a new player; and rate the active player ba
for assessing skills or for ranking players, e.g. for generating a hall of fame · CPC title
for finding other players; for building a team; for providing a buddy list · CPC title
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