MULTIPLAYER VIDEO GAME MATCHMAKING OPTIMIZATION
First Claim
1. A computer-implemented method comprising:
- as implemented by an interactive computing system configured with specific computer-executable instructions,selecting a plurality of users from a queue of users waiting to play an instance of a video game, wherein at least a first portion of the instance of the video game executes on a user computing device of at least one user from the queue of users and a second portion of the instance of the video game executes on the interactive computing system;
for each user from the plurality of users, accessing a set of input data associated with the corresponding user, the set of input data comprising user interaction data associated with the corresponding user'"'"'s interaction with the video game;
determining a predicted retention rate for each user from the plurality of users based at least in part on the set of input data for each user from the plurality of users, the predicted retention rate indicating an amount of time each user from the plurality of users will play the video game;
determining whether the predicted retention rates of the plurality of users satisfy a retention threshold; and
in response to the predicted retention rates satisfying the retention threshold, initiating the instance of the video game with the plurality of users as players of the instance of the video game.
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Accused Products
Abstract
Embodiments of systems presented herein may identify users to include in a match plan. A parameter model may be generated to predict the retention time of a set of users. A queue of potential users, a set of teammates, and/or opponents may be selected from a queue of waiting users. User information for the set of teammates and/or opponents may be provided to the parameter model to generate a predicted retention time. The set of teammates and/or opponents may be approved if the predicted retention time meets a predetermined threshold. Advantageously, by creating a match plan based on retention rates, the engagement and/or retention level for a number of users may be improved compared to existing multiplayer matching systems.
51 Citations
20 Claims
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1. A computer-implemented method comprising:
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as implemented by an interactive computing system configured with specific computer-executable instructions, selecting a plurality of users from a queue of users waiting to play an instance of a video game, wherein at least a first portion of the instance of the video game executes on a user computing device of at least one user from the queue of users and a second portion of the instance of the video game executes on the interactive computing system; for each user from the plurality of users, accessing a set of input data associated with the corresponding user, the set of input data comprising user interaction data associated with the corresponding user'"'"'s interaction with the video game; determining a predicted retention rate for each user from the plurality of users based at least in part on the set of input data for each user from the plurality of users, the predicted retention rate indicating an amount of time each user from the plurality of users will play the video game; determining whether the predicted retention rates of the plurality of users satisfy a retention threshold; and in response to the predicted retention rates satisfying the retention threshold, initiating the instance of the video game with the plurality of users as players of the instance of the video game. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A system comprising:
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an electronic data store configured to store user interaction data for users of a video game; a hardware processor in communication with the electronic data store, the hardware processor configured to execute specific computer-executable instructions to at least; select a set of users from a queue of users waiting to play a video game, wherein at least a first portion of the video game is hosted on a user computing device of at least one user from the queue of users and a second portion of the video game is hosted by a server system; generate a match plan based on the set of users, wherein each match plan comprises a first team of users from the set of users and a second team of users from the set of users; for each user from the set of users, access a set of user interaction data associated with the user; determine an engagement score for the match plan based at least in part on the set of user interaction data associated with each of the users from the set of users; determine whether the engagement score satisfies an engagement score threshold; and in response to determining that the engagement score satisfies the engagement score threshold, initiate an instance of the video game using the match plan. - View Dependent Claims (14, 15, 16, 17)
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18. A non-transitory computer-readable storage medium storing computer executable instructions that, when executed by one or more computing devices, configure the one or more computing devices to perform operations comprising:
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selecting a plurality of users from a queue of users waiting to play an instance of a video game to form a match plan for playing an instance of the video game; for each user from the plurality of users, accessing a set of user interaction data associated with the user'"'"'s interaction with the video game; determining a predicted retention rate the match plan based at least in part on the set of user interaction data for each of the plurality of users, the predicted retention rate corresponding to a probability that a particular number of users from the plurality of users cease to play the video game; determining whether the predicted retention rate satisfies a retention threshold; and in response to the predicted retention rate satisfying the retention threshold, selecting the match plan to play the instance of the video game. - View Dependent Claims (19, 20)
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Specification