Systems and methods for associating players of electronic games
US-2015038233-A1 · Feb 5, 2015 · US
US9687745B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9687745-B2 |
| Application number | US-201313973829-A |
| Country | US |
| Kind code | B2 |
| Filing date | Aug 22, 2013 |
| Priority date | Aug 22, 2013 |
| Publication date | Jun 27, 2017 |
| Grant date | Jun 27, 2017 |
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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 customizable teams for online active games. In an embodiment, the system includes an online game session server system communicatively coupled to a network for access by a plurality of users to establish a plurality of real-time interactive games sessions, wherein each game session includes at least one team and wherein the at least one team may be established in accordance with a preferred composition defined by a user.
Opening claim text (preview).
What is claimed is: 1. A massively multiplayer online multiuser game system, comprising: an online game session server system communicatively coupled to a network for access by a plurality of users to establish a plurality of interactive game sessions, wherein each game session includes at least one team; an active user database stored on a non-transitory computer readable medium and coupled to the online game session server system; a user profile database stored on a non-transitory computer-readable medium and coupled to the online game session server system including an electronic profile associated with each of the plurality of users, wherein the electronic profile includes: data relating to at least role, position and character information of each of the plurality of users and historical data associated with each of the plurality of users that are selectively cached into the active user database by the online game session server system upon a user logging into the online game session server system; and an online team building server operatively coupled to the online game session server system, the user profile database and the active user database, wherein, during operation the online team building server is configured to: enable a first user to define a preferred composition of users for a first team based at least in part on characters selectable by users; upon receipt of an electronic request from the first user, process the electronic request to create a proposed team based at least in part on comparing a cached electronic profile of active second user from the active user database with the preferred composition for the first team; exclude the second user from the proposed team if their character has previously been declined by the first user during a proposed team review process; and calculate an estimated wait time until a team is found for display to the second user based on their character selection and historical estimated wait time data related, at least in part, to their character selection. 2. The system of claim 1 , wherein the preferred composition can be defined, at least in part, by the minimum, maximum, or both the minimum and maximum number of users on the team. 3. The system of claim 1 , wherein a user's profile includes behavioral data associated with the user and wherein the preferred composition can be defined, at least in part, by said behavioral data. 4. The system of claim 1 , wherein said historical data further includes data related to the first user's historical interactions with a second user. 5. The system of claim 1 , wherein the preferred composition can be defined, at least in part, by one or more specific user identifications. 6. The system of claim 1 , wherein the proposed team review process can include the first user declining or accepting at least one user from the proposed team created by the team building server and displayed to the first user. 7. The system of claim 1 , wherein the team building server is further configured to: send a displayable request to one or more users to join the proposed team in accordance with the preferred composition and receive an acceptance or rejection from a requested user. 8. The system of claim 7 , wherein the team building server is further configured to send one or more requests to one or more alternative users in response to receiving a rejection from a previously requested user. 9. The system of claim 1 , further comprising: a cooldown timer operable to increase the time in which an open slot in the team is filled based on the first user declining a potential teammate. 10. The system of claim 1 , wherein the team building server further comprises: prioritization of nearly full potential teams for addition of solo users over teams that have additional openings. 11. A massively multiplayer online server system having one or more processors communicatively coupled to a network and configured to provide access to a plurality of users to establish a plurality of interactive game sessions, wherein each game session includes at least one team of users, said system comprising: a user profile database stored on a non-transitory computer-readable medium including an electronic profile for each of the plurality of users, wherein the electronic profile for each user includes data relating to at least role, position, character information and historical data, and wherein the electronic profile can be selectively cached into an active user database stored on a non-transitory computer readable medium by the server system upon a user logging into the server system; and a non-transitory computer-readable medium storing a sequence of instructions which, when executed by the one or more processors, causes the one or more processors to execute an electronic process that: enables a first user to define a preferred composition of users for a first team using an electronic user interface, viewable on a user display, including at least role, position and character information; queries the active user database to identify electronic profiles of users in compliance with a character of the preferred composition, said compliance including omitting electronic profiles of users if their characters have previously been declined by the first user during a proposed team review process; creates a proposed team of users for a game session in compliance with the preferred composition based on results identified from querying the active user database; provides a proposed team review process that allows the first user to accept or reject users of the proposed team; and calculates an estimated wait time before a team is found for display to a second user based on a character selection made by the second user and historical estimated wait time data related, at least in part, to their character selection. 12. The system of claim 11 , wherein the preferred composition can be defined, at least in part, by the minimum, maximum, or both the minimum and maximum number of users on the team. 13. The system of claim 11 , wherein a user's profile includes behavioral data associated with the user, and wherein the preferred composition can be defined, at least in part, by said behavioral data. 14. The system of claim 11 , wherein said historical data further includes data related to a first user's historical interactions with a second user. 15. The system of claim 11 , wherein the preferred composition can be defined, at least in part, by one or more specific user identifications.
Communicating with other players during game play, e.g. by e-mail or chat · CPC title
for finding other players; for building a team; for providing a buddy list · CPC title
involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world · CPC title
Strategy games; Role-playing games (A63F13/825, A63F13/828 take precedence) · CPC title
for assessing skills or for ranking players, e.g. for generating a hall of fame · CPC title
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