System and method for network interactive game match-up and server selection
First Claim
Patent Images
1. A computer-based method of network interactive match assignment and server selection for an instance of a computer game, comprising the steps of:
- receiving a first player in a game lobby;
receiving a second player in said game lobby;
transmitting a request from said first player to said second player to play the match;
setting up the match between said first player and said second player; and
providing information sufficient to enable said first player and said second player to play the match.
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Accused Products
Abstract
A computer-based system and method of interactive game challenge and acceptance for finding an appropriate game server for one or more individuals to play on given skill level, latency and numerous other factors; setting up the game server with the proper parameters; connecting those individuals to that server; logging the details of the match; updating those details to a database and updating or creating statistics related to those individuals for display and ranking purposes to be used for later match-ups.
254 Citations
24 Claims
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1. A computer-based method of network interactive match assignment and server selection for an instance of a computer game, comprising the steps of:
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receiving a first player in a game lobby;
receiving a second player in said game lobby;
transmitting a request from said first player to said second player to play the match;
setting up the match between said first player and said second player; and
providing information sufficient to enable said first player and said second player to play the match. - View Dependent Claims (4, 5, 6, 7, 12)
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2. A computer-based method of network interactive match assignment and server selection for an instance of a computer game, comprising the steps of:
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receiving a first player in a game lobby;
receiving a second player in said game lobby;
transmitting a request from said first player to said second player to play the match, wherein said transmitting step includes at least one of the following alternatives;
a) challenging said first player to the match immediately, b) challenging said first player to the match scheduled in the future, c) requesting that the match be automatically found and started, d) selecting limiting criteria based upon which the match is automatically found and started e) requesting that a scrimmage match be automatically found and started, or f) requesting the match using communication means;
setting up the match between said first player and said second player; and
providing information sufficient to enable said first player and said second player to play the match.
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3. A computer-based method of network interactive match assignment and server selection for an instance of a computer game, comprising the steps of:
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receiving a first player in a game lobby;
receiving a second player in said game lobby;
transmitting a request from said first player to said second player to play the match, wherein said transmitting step includes at least one of the following alternatives;
a) challenging said first player to the match immediately, b) challenging said first player to the match scheduled in the future, c) requesting that a match be automatically found and started, d) selecting limiting criteria based upon which a match is automatically found and started e) requesting that a scrimmage match be automatically found and started, or f) requesting a match using communication means;
using criteria selected by at least one of said first player or said second player to narrow game or game hosting server selection;
determining the latency from at least one game hosting server to at least one of said first or said second player;
selecting the game hosting server;
preparing said selected game hosting server for play by at least said first player and said second player; and
providing information sufficient to enable said first player and said second player to play the match.
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8. A computer-based method of choosing an interactive game hosting server on which to play an interactive game comprising the steps of:
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determining the players who are to be involved in a game;
requesting that at least one available interactive game hosting server ping said players;
removing interactive game hosting servers whose combined latencies to said players are more than a predetermined amount; and
selecting an interactive game hosting server from the remaining interactive game hosting servers using predetermined criteria. - View Dependent Claims (9, 10)
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11. A computer-based method of collecting data pertaining to interactive games and ranking players based on the data comprising the steps of:
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monitoring an interactive game as it takes place;
collecting data pertaining to said interactive game; and
using the collected data to create at least one of statistics, indications of behavioral patterns, player rankings, player profiles, server rankings or server profiles.
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13. A computer-based peer-to-peer method of allocating game hosting servers for a network interactive match assignment, comprising the steps of:
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receiving indications of game hosting readiness from at least one game hosting server;
adding said game hosting server to a bid queue;
receiving a request for a game hosting server allocation in order to play a match;
selecting at least one game hosting server in said bid queue to bid to host the match;
collecting bids to host the match from said at least one game hosting server in said bid queue; and
selecting one of said at least one game hosting server to host the match. - View Dependent Claims (14)
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15. A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising:
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at least one coordinating server designed to enable match allocation;
means for connecting at least two match participant client computers to said coordinating server, said two match participants client computers including interactive game software capable of network match play; and
means for connecting a plurality of game hosting servers, said game hosting servers including software designed to enable a bid process to host the match.
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16. A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising:
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at least one coordinating server designed to enable match allocation using a bid process comprising the steps of;
a) receiving indications of game hosting readiness from at least one game hosting server;
b) adding said game hosting server to a bid queue;
c) receiving a request for a game hosting server allocation in order to play a match;
d) selecting at least one game hosting server in said bid queue to bid to host the match;
e) collecting bids to host the match from said at least one game hosting server in said bid queue; and
f) selecting one of said at least one game hosting server to host the match. means for connecting at least two match participant client computers to said coordinating server, said two match participants client computers including interactive game software capable of network match play; and
means for connecting said at least one game hosting server, said at least one game hosting server including software designed to enable said bid process to host the match.
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17. A computer-based system for choosing an interactive game hosting server on which to play an interactive game comprising:
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means for determining the players who are to be involved in a game;
means for requesting that at least one available interactive game hosting server ping said players;
means for removing interactive game hosting servers whose combined latencies to said players are more than a predetermined amount; and
means for selecting the remaining interactive game hosting server based upon predetermined criteria. - View Dependent Claims (18, 19)
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20. A computer-based peer-to-peer system for allocating game hosting servers for a network interactive match assignment, comprising the steps of:
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means for receiving indications of game hosting readiness from at least one game hosting server;
means for adding said game hosting server to a bid queue;
means for receiving a request for a game hosting server allocation in order to play a match;
means for selecting at least one game hosting server in said bid queue to bid to host the match;
means for collecting bids to host the match from said at least one game hosting server in said bid queue; and
means for selecting one of said at least one game hosting server to host the match. - View Dependent Claims (21)
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22. A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising:
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means for receiving a first player in a game lobby;
means for receiving a second player in said game lobby;
means for transmitting a request from said first player to said second player to play the match;
means for setting up the match between said first player and said second player; and
means for playing the match.
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23. A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising:
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means for receiving a first player in a game lobby;
means for receiving a second player in said game lobby;
means for transmitting a request from said first player to said second player to play the match, wherein said transmitting means is capable of at least one of the following;
a) challenging said first player to the match immediately, b) challenging said first player to the match scheduled in the future, c) requesting that the match be automatically found and started, d) selecting limiting criteria based upon which the match is automatically found and started e) requesting that a scrimmage match be automatically found and started, or f) requesting the match using communication means;
means for setting up the match between said first player and said second player; and
means for providing said first player and said second player with information sufficient to play the match.
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24. A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising:
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means for receiving a first player in a game lobby;
means for receiving a second player in said game lobby;
means for transmitting a request from said first player to said second player to play the match, wherein said transmitting means is capable of at least one of the following;
g) challenging said first player to the match immediately, h) challenging said first player to the match scheduled in the future, i) requesting that the match be automatically found and started, j) selecting limiting criteria based upon which the match is automatically found and started k) requesting that a scrimmage match be automatically found and started, or l) requesting the match using communication means;
means for using criteria selected by at least one of said first player or said second player to narrow game or game hosting server selection;
means for determining the latency from at least one game hosting server to at least one of said first or said second player;
means for selecting the game hosting server;
means for preparing said selected game hosting server for play by at least said first player and said second player; and
means for providing information sufficient to enable said first player and said second player to play the match.
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Specification