MATCHMAKING SYSTEM AND METHOD FOR MULTIPLAYER VIDEO GAMES
First Claim
1. A computer implemented method of matchmaking players for gameplay sessions, 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 to perform the method, the method comprising:
- identifying, by the host computer, a potential match of at least a first player and a second player to be placed in a gameplay session to play a game;
obtaining, by the host computer, a plurality of match variables used to assess the potential match, the plurality of match variables including at least a first match variable;
obtaining, by the host computer, a plurality of coefficients used to provide weights to corresponding ones of the plurality of match variables, the plurality of coefficients including at least a first coefficient corresponding to the first match variable, wherein the first coefficient comprises a first default value;
changing the first default value to a first tuned value;
generating, by the host computer, a match score for the potential match based on the first match variable and the first coefficient having the first tuned value;
determining, by the host computer, whether the first player and the second player should be placed in the gameplay session based on the match score; and
causing, by the host computer, the first player and the second player to be placed in the gameplay session responsive to a determination that the first player and the second player should be placed in the gameplay session.
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Accused Products
Abstract
A matchmaking system and method is provided that facilitates optimization of player matches for multiplayer video games. The system may provide a generalized framework for matchmaking using historical player data and analytics. The framework may facilitate automatic determinations of an optimal mix of players and styles to produce the most satisfying user experiences. The system may dynamically update analytical processes based on statistical or otherwise observed data related to gameplay at any given time. In this manner, the system may continually tune the matchmaking process based on observations of player behavior, gameplay quality, and/or other information.
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Citations
29 Claims
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1. A computer implemented method of matchmaking players for gameplay sessions, 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 to perform the method, the method comprising:
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identifying, by the host computer, a potential match of at least a first player and a second player to be placed in a gameplay session to play a game; obtaining, by the host computer, a plurality of match variables used to assess the potential match, the plurality of match variables including at least a first match variable; obtaining, by the host computer, a plurality of coefficients used to provide weights to corresponding ones of the plurality of match variables, the plurality of coefficients including at least a first coefficient corresponding to the first match variable, wherein the first coefficient comprises a first default value; changing the first default value to a first tuned value; generating, by the host computer, a match score for the potential match based on the first match variable and the first coefficient having the first tuned value; determining, by the host computer, whether the first player and the second player should be placed in the gameplay session based on the match score; and causing, by the host computer, the first player and the second player to be placed in the gameplay session responsive to a determination that the first player and the second player should be placed in the gameplay session. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
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15. A system of matchmaking players for gameplay sessions, the system comprising:
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a host computer comprising one or more physical processors programmed by computer program instructions that, when executed, cause the host computer to; identify a potential match of at least a first player and a second player to be placed in a gameplay session to play a game; obtain a plurality of match variables used to assess the potential match, the plurality of match variables including at least a first match variable; obtain a plurality of coefficients used to provide weights to corresponding ones of the plurality of match variables, the plurality of coefficients including at least a first coefficient corresponding to the first match variable, wherein the first coefficient comprises a first default value; change the first default value to a first tuned value; generate a match score for the potential match based on the first match variable and the first coefficient having the first tuned value; determine whether the first player and the second player should be placed in the gameplay session based on the match score; and cause the first player and the second player to be placed in the gameplay session responsive to a determination that the first player and the second player should be placed in the gameplay session. - View Dependent Claims (16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28)
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29. A computer readable medium storing computer program instructions for matchmaking players for gameplay sessions, the instructions, when executed by one or more physical processors of a host computer, cause the host computer to:
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identify a potential match of at least a first player and a second player to be placed in a gameplay session to play a game; obtain a plurality of match variables used to assess the potential match, the plurality of match variables including at least a first match variable; obtain a plurality of coefficients used to provide weights to corresponding ones of the plurality of match variables, the plurality of coefficients including at least a first coefficient corresponding to the first match variable, wherein the first coefficient comprises a first default value; change the first default value to a first tuned value; generate a match score for the potential match based on the first match variable and the first coefficient having the first tuned value; determine whether the first player and the second player should be placed in the gameplay session based on the match score; and cause the first player and the second player to be placed in the gameplay session responsive to a determination that the first player and the second player should be placed in the gameplay session.
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Specification