ONLINE ASYNCHRONOUS GAME WITH PLAYER-MATCHING MECHANIC BASED ON GAMEPLAY CHARACTERISTICS
First Claim
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1. A method of matching players in an online asynchronous game where players specify moves at different times, comprising:
- receiving values for a plurality of moves corresponding to a plurality of users playing in instances of the online asynchronous game, the online asynchronous game being hosted by a computer system that stores online-game values in a data storage system;
using at least one computer to determine gameplay characteristics of the users from the moves, the gameplay characteristics for a user including at least one of a playing frequency that characterizes how frequently the user engages in the online asynchronous game, a playing intensity that characterizes simultaneous instances played by the user in the online asynchronous game or a playing style that characterizes repeated move patterns by the user in the online asynchronous game;
matching a first user and a second user to play a selected instance of the online asynchronous game by comparing their corresponding gameplay characteristics;
receiving values corresponding to the selected instance of the online asynchronous game as played by the first user and the second user; and
determining an engagement value based on the gameplay characteristics for at least one of the first user or the second user from the values corresponding to the selected instance of the online asynchronous game, the engagement value characterizing a change in the gameplay characteristics relative to the gameplay characteristics before the matching of the first user and the second user.
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Abstract
A player-matching mechanic selects users for an online asynchronous game where players specify moves at different times. Values from instances of the game are used to determine characteristics of the users including at least one of gameplay characteristics or chat characteristics. Users can be chosen for instances of the game by comparing values corresponding to these characteristics.
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Citations
28 Claims
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1. A method of matching players in an online asynchronous game where players specify moves at different times, comprising:
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receiving values for a plurality of moves corresponding to a plurality of users playing in instances of the online asynchronous game, the online asynchronous game being hosted by a computer system that stores online-game values in a data storage system; using at least one computer to determine gameplay characteristics of the users from the moves, the gameplay characteristics for a user including at least one of a playing frequency that characterizes how frequently the user engages in the online asynchronous game, a playing intensity that characterizes simultaneous instances played by the user in the online asynchronous game or a playing style that characterizes repeated move patterns by the user in the online asynchronous game; matching a first user and a second user to play a selected instance of the online asynchronous game by comparing their corresponding gameplay characteristics; receiving values corresponding to the selected instance of the online asynchronous game as played by the first user and the second user; and determining an engagement value based on the gameplay characteristics for at least one of the first user or the second user from the values corresponding to the selected instance of the online asynchronous game, the engagement value characterizing a change in the gameplay characteristics relative to the gameplay characteristics before the matching of the first user and the second user. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A non-transitory computer-readable medium that stores a computer program for matching players in an online asynchronous game where players alternate moves at different times, the computer program including instructions that, when executed by at least one computer, cause the at least one computer to perform operations comprising:
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receiving values for a plurality of moves corresponding to a plurality of users playing in instances of the online asynchronous game, the online asynchronous game being hosted by a computer system that stores online-game values in a data storage system; determining gameplay characteristics of the users from the moves, the gameplay characteristics for a user including at least one of a playing frequency that characterizes how frequently the user engages in the online asynchronous game, a playing intensity that characterizes simultaneous instances played by the user in the online asynchronous game or a playing style that characterizes repeated move patterns by the user in the online asynchronous game; matching a first user and a second user to playa selected instance of the online asynchronous game by comparing their corresponding gameplay characteristics; receiving values corresponding to the selected instance of the online asynchronous game as played by the first user and the second user; and determining an engagement value based on the gameplay characteristics for at least one of the first user or the second user from the values corresponding to the selected instance of the online asynchronous game, the engagement value characterizing a change in the gameplay characteristics relative to the gameplay characteristics before the matching of the first user and the second user. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19)
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20. An apparatus to match players in an online asynchronous game where players alternate moves at different times, the apparatus comprising at least one computer to perform operations for computer-executable modules including:
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a value-receiving module configured to receive values for a plurality of moves corresponding to a plurality of users playing in instances of the online asynchronous game; a gameplay-characteristics module configured to determine gameplay characteristics of the users from the moves, the gameplay characteristics for a user including at least one of a playing frequency that characterizes how frequently the user engages in the online asynchronous game, a playing intensity that characterizes simultaneous instances played by the user in the online asynchronous game or a playing style that characterizes repeated move patterns by the user in the online asynchronous game; and a user-matching module configured to match a first user and a second user to play a selected instance of the online asynchronous game by comparing their corresponding gameplay characteristics, the user-matching module further operating to receive values corresponding to the selected instance of the online asynchronous game as played by the first user and the second user, and the user-matching module further operating to determine an engagement value based on the gameplay characteristics for at least one of the first user or the second user from the values corresponding to the selected instance of the online asynchronous game, the engagement value characterizing a change in the gameplay characteristics relative to the gameplay characteristics before the matching of the first user and the second user. - View Dependent Claims (21, 22, 23, 24, 25, 26, 27, 28)
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Specification