×

System and method for providing continuous gameplay in a multiplayer video game through an unbounded gameplay session

  • US 10,286,314 B2
  • Filed: 05/14/2015
  • Issued: 05/14/2019
  • Est. Priority Date: 05/14/2015
  • Status: Active Grant
First Claim
Patent Images

1. A computer-implemented method of providing continuous gameplay in a multiplayer video game through an unbounded gameplay session that runs continuously until all players have exited the unbounded gameplay session, 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 system to perform the method, the method comprising:

  • initiating, by the host computer, the unbounded gameplay session with a set of matched players;

    adding, by the host computer during the unbounded gameplay session, a new player to the unbounded gameplay session after the unbounded gameplay session has commenced;

    generating, by the host computer during the unbounded gameplay session, a first score for at least a first player of the set of matched players and a second score for the new player, wherein the first score and the second score are not dependent on a total length of time the first player or the new player have played the unbounded gameplay session;

    determining, by the host computer during the unbounded gameplay session, a first team score for a first team of players from among players participating in the unbounded gameplay session and a second team score for a second team of players from among the players participating in the unbounded gameplay session, wherein the second team score is lower than the first team score;

    determining, by the host computer during the unbounded gameplay session, a performance gap based on the first team score and the second team score;

    determining, by the host computer during the unbounded gameplay session, a mismatch between the first team of players and second team of players based on the performance gap;

    identifying, by the host computer during the unbounded gameplay session, an adjustment feature based on the mismatch; and

    applying, by the host computer during the unbounded gameplay session, an adjustment feature based on the mismatch in order to provide a playing advantage to the second team.

View all claims
  • 3 Assignments
Timeline View
Assignment View
    ×
    ×