Gaming interface and systems and methods for providing same
US-2024424413-A1 · Dec 26, 2024 · US
US9795887B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9795887-B2 |
| Application number | US-201213551338-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jul 17, 2012 |
| Priority date | Jul 17, 2012 |
| Publication date | Oct 24, 2017 |
| Grant date | Oct 24, 2017 |
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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.
Opening claim text (preview).
What is claimed is: 1. An online multiuser game system, comprising: an online game session server system communicatively coupled to a public network for access by a plurality of users to establish a plurality of real-time interactive game sessions; a user profile database coupled to the online game session server system configured to store a profile for each of the plurality of users in memory, wherein the profile of a first user includes behavioral data defined by other users including a harassment score based on frequency and type of report received from other users and timing of the reports using a report server system, wherein the behavioral data is defined by other users based on selection of at least one of a plurality of behavior types by other users; a report peer review system including an arbitration server system configured to generate case files for presentation to arbitrators to conduct peer review of the merits of reports by merging a queried report from the report server system and data from a game at issue, wherein data from a game at issue includes a report author identifier, an author credibility grade and a report description; an automated arbitrator abuse prevention parameter system preventing arbitrators with conflicts of interest from arbitrating particular cases; a user matching system coupled to the online game session server system and the user profile database and configured to match users for a game session, wherein the user matching system is configured to access the user profile database and match the first user with another user based on at least one calculation carried out by at least one processor using the behavioral data in the first user's profile, wherein the calculation result is maintained in a compatibility matrix to account for available online players in cached non-transitory memory; and a punishment system coupled to the online game session server system, wherein the punishment system is configured to: present stored behavioral data and an option to punish to an administrator using a user interface upon an event trigger; and suspend a game characteristic for a user based on recent negative behavioral data in the user profile for the user. 2. The system of claim 1 , wherein the behavioral data includes a vector reflecting a positive commendation from the second user. 3. The system of claim 2 , wherein the behavioral data includes a vector reflecting a mutual commendation between the first and second user. 4. The system of claim 3 , wherein the user matching system is configured to match the first and second user based on the mutual commendation. 5. The system of claim 1 , wherein the behavioral data includes annotated comments from the second user. 6. The system of claim 1 , wherein a personality score is calculated for the first user based at least in part on the associated behavioral data. 7. The system of claim 6 , wherein the user matching system is configured to match the first user with other users based on compatible personality scores. 8. The system of claim 1 , further comprising an in-memory cache database for storing behavioral data for each user logged into the system. 9. A computer implemented method for matching players of an online multiuser game system, comprising: enabling the players to establish a plurality of real-time interactive game sessions with the online multiuser game system over a public network; storing behavioral data for a first player defined by a second player in a user profile database coupled to the online multiuser game system including a harassment score based on frequency and type of report received from other users and timing of the reports using a report server system, wherein the behavioral data is defined by other users based on selection of at least one of a plurality of behavior types by other users; a report peer review system including an arbitration server system configured to generate case files for presentation to arbitrators to conduct peer review of the merits of reports by merging a queried report from the report server system and data from a game at issue, wherein data from a game at issue includes a report author identifier, an author credibility grade and a report description; an automated arbitrator abuse prevention parameter system preventing arbitrators with conflicts of interest from arbitrating particular cases; retrieving the behavioral data for each player logged into the online multiuser game system from the user profile database and storing said behavioral data in an in-memory system; matching the first player to another player using at least one calculation carried out by at least one processor, based at least in part on the first user's behavioral data retrieved from the in-memory system, wherein the calculation result is maintained in a compatibility matrix to account for available online players in cached non-transitory memory; and suspending a game characteristic for the first player if recent negative behavioral data is defined by the second player for the first player and the recent negative behavioral data has been presented to an administrator with an option to punish. 10. The computer implemented method of claim 9 , wherein the behavioral data includes a vector reflecting positive commendation from the second player. 11. The computer implemented method of claim 9 , wherein the behavioral data includes a vector reflecting a mutual commendation between the first and second player. 12. The computer implemented method of claim 11 , further comprising matching a first player with a second player based on the vector reflecting the mutual commendation. 13. The computer implemented method of claim 9 , wherein the behavioral data includes annotated comments from the second user. 14. The computer implemented method of claim 9 , wherein a personality score is calculated for the first user based at least in part on the associated behavioral data. 15. The computer implemented method of claim 14 , further comprising matching the first player with other players based on compatible personality scores.
User profiles · CPC title
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
for assessing skills or for ranking players, e.g. for generating a hall of fame · CPC title
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