Adaptive Matchmaking for Games
First Claim
1. A method comprising:
- receiving information about a first player who is seeking a match with at least one other player in order to play a game;
accessing a matchmaking threshold and a target waiting time;
using the matchmaking threshold to find a potential match for the first player;
observing a waiting time for the first player;
updating the matchmaking threshold on the basis of at least a relationship between information about the observed waiting time and information about the target waiting time; and
storing the updated matchmaking threshold.
2 Assignments
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Accused Products
Abstract
Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories.
91 Citations
20 Claims
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1. A method comprising:
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receiving information about a first player who is seeking a match with at least one other player in order to play a game; accessing a matchmaking threshold and a target waiting time; using the matchmaking threshold to find a potential match for the first player; observing a waiting time for the first player; updating the matchmaking threshold on the basis of at least a relationship between information about the observed waiting time and information about the target waiting time; and storing the updated matchmaking threshold. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A method comprising:
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receiving information about a first player who is seeking a match with at least one other player in order to play a game of a specified game category; accessing a matchmaking threshold and a target waiting time both specific to the specified game category; using the matchmaking threshold to find a potential match for the first player; observing a waiting time for the first player; updating the matchmaking threshold on the basis of at least a relationship between information about the observed waiting time and information about the target waiting time; and storing the updated matchmaking threshold. - View Dependent Claims (14, 15, 16)
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17. An adaptive matchmaking system comprising:
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an input arranged to receive information about a first player who is seeking a match with at least one other player in order to play a game; a database interface arranged to access a matchmaking threshold and a target waiting time from a database; a processor arranged to use the matchmaking threshold to find a potential match for the first player and to observe a waiting time for the first player; and where the processor is also arranged to update the matchmaking threshold on the basis of at least a relationship between information about the observed waiting time and information about the target waiting time. - View Dependent Claims (18, 19, 20)
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Specification