Soft reservation system and method for multiplayer video games
First Claim
1. A computer-implemented method of reserving gameplay sessions for players in a multiplayer video game, the method being implemented by 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 to perform the method, wherein said host computer is in data communication with a plurality of computing devices and wherein each of said plurality of computing devices is configured to interact with an instance of the multiplayer video game, the method comprising:
- using a scoring engine in the host computer to identify a first player for which an unrequested reservation to play in a gameplay session of the multiplayer game is to be made, wherein said unrequested reservation is a reservation to play in the gameplay session of the multiplayer game made before the first player expresses an interest in playing in said gameplay session;
using at least one of the scoring engine or an analytics and feedback engine coupled with the scoring engine in the host computer to determine first availability information associated with the first player, wherein the first availability information indicates an estimated time at which the first player will be available to play in the gameplay session;
using at least one of the scoring engine or the analytics and feedback engine in the host computer to identify a second player for inclusion in the gameplay session based on a potential match of the first player and the second player; and
using a pipelining engine configured to access data indicative of at least one of the match score of the first player and the second player, a game profile of the first player, a profile of the first player, a game progression of the first player, a game mode of interest to the first player, a log in time of the first player, or a log in time of preferred players of the first player;
wherein the pipelining engine is a modular programmatic component, executed by the host computer, and wherein the pipelining engine is further configured to generate the unrequested reservation, within the multiplayer video game, for the first player to play in the gameplay session with the second player based on the first availability and said data.
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Accused Products
Abstract
A soft reservation system and method is provided facilitates an unrequested reservation of a gameplay session in multiplayer video games. A soft reservation may include a match between two or more players for one or more subsequent gameplay sessions that are reserved for the players. The system may, for instance, anticipate an interest by players in a gameplay session and make a soft reservation for the players, who may not have explicitly requested the reservation, to play in the gameplay session. A soft reservation may be made for a player based on a match score, a game profile, a player profile, and/or other information.
549 Citations
23 Claims
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1. A computer-implemented method of reserving gameplay sessions for players in a multiplayer video game, the method being implemented by 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 to perform the method, wherein said host computer is in data communication with a plurality of computing devices and wherein each of said plurality of computing devices is configured to interact with an instance of the multiplayer video game, the method comprising:
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using a scoring engine in the host computer to identify a first player for which an unrequested reservation to play in a gameplay session of the multiplayer game is to be made, wherein said unrequested reservation is a reservation to play in the gameplay session of the multiplayer game made before the first player expresses an interest in playing in said gameplay session; using at least one of the scoring engine or an analytics and feedback engine coupled with the scoring engine in the host computer to determine first availability information associated with the first player, wherein the first availability information indicates an estimated time at which the first player will be available to play in the gameplay session; using at least one of the scoring engine or the analytics and feedback engine in the host computer to identify a second player for inclusion in the gameplay session based on a potential match of the first player and the second player; and using a pipelining engine configured to access data indicative of at least one of the match score of the first player and the second player, a game profile of the first player, a profile of the first player, a game progression of the first player, a game mode of interest to the first player, a log in time of the first player, or a log in time of preferred players of the first player;
wherein the pipelining engine is a modular programmatic component, executed by the host computer, and wherein the pipelining engine is further configured to generate the unrequested reservation, within the multiplayer video game, for the first player to play in the gameplay session with the second player based on the first availability and said data. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A system for reserving gameplay sessions for players in a multiplayer video game, the system comprising:
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a host computer, wherein said host computer is in data communication with a plurality of computing devices, wherein each of said plurality of computing devices is configured to interact with an instance of the multiplayer video game and wherein said host computer has one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the host computer to; execute a scoring engine to identify a first player for which an unrequested reservation to play in a gameplay session of the multiplayer game is to be made, wherein said unrequested reservation is a reservation to play in the gameplay session of the multiplayer video game made before the first player expresses an interest in playing in said gameplay session; execute at least an analytics and feedback engine coupled with the scoring engine to determine first availability information associated with the first player, wherein the first availability information indicates an estimated time at which the first player will be available to play in the gameplay session; execute at least an analytics and feedback engine coupled with the scoring engine to identify a second player for inclusion in the gameplay session based on a potential match of the first player and the second player; and execute at least a pipelining engine coupled with the scoring engine and the analytics and feedback engine to access data indicative of at least one of the match score of the first player and the second player, a game profile of the first player, a profile of the first player, a game progression of the first player, a game mode of interest to the first player, a log in time of the first player, or a log in time of preferred players of the first player;
wherein the pipelining engine is a modular programmatic component executed by the host computer, and wherein the pipelining engine is further executed to generate, within the multiplayer video game, the unrequested reservation for the first player to play in the gameplay session with the second player based on the first availability and said data. - View Dependent Claims (13, 14, 15, 16, 17, 18, 19, 20, 21, 22)
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23. A computer-readable non-transitory medium having computer program instructions stored thereon for reserving gameplay sessions for players in a multiplayer video game, the computer program instructions, when executed by one or more physical processors of a host computer, cause the host computer to:
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communicate with a plurality of computing devices, wherein each of said plurality of computing devices is configured to interact with an instance of the multiplayer video game; execute a scoring engine in the computer program instructions to identify a first player for which an unrequested reservation to play in a gameplay session of the multiplayer video game is to be made, wherein said unrequested reservation is a reservation to play in the gameplay session of the multiplayer video game made before the first player expresses an interest in playing in said gameplay session; execute at least one of the scoring engine or an analytics and feedback engine coupled with the scoring engine in the computer program instructions to determine first availability information associated with the first player, wherein the first availability information indicates an estimated time at which the first player will be available to play in the gameplay session; execute at least one of the scoring engine or the analytics and feedback engine in the computer program instructions to identify a second player for inclusion in the gameplay session based on a potential match of the first player and the second player; and execute a pipelining engine in the computer program instructions to access data indicative of at least one of the match score of the first player and the second player, a game profile of the first player, a profile of the first player, a game progression of the first player, a game mode of interest to the first player, a log in time of the first player, or a log in time of preferred players of the first player;
wherein the pipelining engine is a modular programmatic component, executed by the host computer and wherein the pipelining engine is further executed to generate, within the multiplayer video game, the unrequested reservation for the first player to play in the gameplay session with the second player based on the first availability.
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Specification