WO2009158197A2 - Mise en relation de clans de jeu - Google Patents
Mise en relation de clans de jeu Download PDFInfo
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- WO2009158197A2 WO2009158197A2 PCT/US2009/046936 US2009046936W WO2009158197A2 WO 2009158197 A2 WO2009158197 A2 WO 2009158197A2 US 2009046936 W US2009046936 W US 2009046936W WO 2009158197 A2 WO2009158197 A2 WO 2009158197A2
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- clan
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q10/00—Administration; Management
- G06Q10/10—Office automation; Time management
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q10/00—Administration; Management
- G06Q10/10—Office automation; Time management
- G06Q10/101—Collaborative creation, e.g. joint development of products or services
Definitions
- the presently disclosed subject matter relates to the field of computing, and more particularly, to fields such as entertainment consoles, although these are merely exemplary and non-limiting fields.
- a clan In computer and video gaming, a clan is typically a group of players who play multiplayer games together. Such games may range from groups of a few players to hundreds or thousands of players comprising a variety of organizational structures. Joining a clan provides a player access to resources, knowledge, and assistance in accomplishing many game related goals. In addition, playing together with like-minded players provides social interaction and thus enhances the video gaming experience.
- a video game matchmaking service provides a player with a candidate opponent or co-player when the player desires to play a multiplayer game and further desires to be matched with another player over a network.
- the matchmaking service typically uses a player's skill level as measured by various factors such as the player's achievement level.
- individual players may have varying degrees of skill and experience. Some clans may focus on competition and may only allow skilled players who they think can help their clan win matches. For such clans, a prospective clan member may be asked to prove their skill in a game. Some teams may only recruit players who have a proven history with other successful teams.
- some multiplayer games have different roles. For example, many games have supporting roles as well as more direct action roles. It is thus desirable that clans can access a matchmaking service that can provide opponent clans that shares generally similar skill levels and preferences and provide a good gaming experience.
- a matchmaking service calculates the weighted skill level of all participating members of a clan, along with the preferences of that clan, to find a well- matched clan.
- the matchmaking service may collect the skill statistics data of various clans and all their members over a number of game sessions.
- the service may calculate the weighted skill level of a clan based on the clan's statistics data and the statistics data of current participating members to determine a weighted skill level. The service may then use this weighted skill level, along with preferences, to match this clan with another clan that has similar skill level and preferences.
- Figure 1 illustrates an exemplary console for subject matter discussed in Figs. 4-7;
- Figure 2 illustrates an exemplary computing environment for subject matter discussed with reference to Figs. 4-7;
- Figure 3 illustrates an exemplary networking environment for subject matter discussed with reference to Figs. 4-7;
- Figure 4 illustrates an exemplary and non-limiting system that may implement an embodiment of a game clan matchmaking function;
- Figures 5 and 6 illustrates an exemplary method of providing a game clan matchmaking function
- Figure 7 illustrates an exemplary method of providing a localized game clan matchmaking function.
- FIG. 1 a block diagram shows an exemplary multimedia console.
- the multimedia console 100 has a central processing unit (CPU) 101 having a level 1 (Ll) cache 102, a level 2 (L2) cache 104, and a flash ROM (Read-only Memory) 106.
- the level 1 cache 102 and level 2 cache 104 temporarily store data and hence reduce the number of memory access cycles, thereby improving processing speed and throughput.
- the flash ROM 106 may store executable code that is loaded during an initial phase of a boot process when the multimedia console 100 is powered. Alternatively, the executable code that is loaded during the initial boot phase may be stored in a flash memory device (not shown). Furthermore, ROM 106 may be located separate from CPU 101.
- a graphics processing unit (GPU) 108 and a video encoder/video codec (coder/decoder) 114 form a video processing pipeline for high speed and high resolution graphics processing. Data is carried from the graphics processing unit 108 to the video encoder/video codec 114 via a bus. The video processing pipeline outputs data to an A/V (audio/video) port 140 for transmission to a television or other display.
- a memory controller 110 is connected to the GPU 108 and CPU 101 to facilitate processor access to various types of memory 112, such as, but not limited to, a RAM (Random Access Memory).
- the multimedia console 100 includes an I/O controller 120, a system management controller 122, an audio processing unit 123, a network interface controller 124, a first USB host controller 126, a second USB controller 128 and a front panel I/O subassembly 130 that are preferably implemented on a module 118.
- the USB controllers 126 and 128 serve as hosts for peripheral controllers 142(1)-142(2), a wireless adapter 148, and an external memory unit 146 (e.g., flash memory, external CD/DVD ROM drive, removable media, etc.).
- the network interface 124 and/or wireless adapter 148 provide access to a network (e.g., the Internet, home network, etc.) and may be any of a wide variety of various wired or wireless interface components including an Ethernet card, a modem, a Bluetooth module, a cable modem, and the like.
- a network e.g., the Internet, home network, etc.
- wired or wireless interface components including an Ethernet card, a modem, a Bluetooth module, a cable modem, and the like.
- System memory 143 is provided to store application data that is loaded during the boot process.
- a media drive 144 is provided and may comprise a DVD/CD drive, hard drive, or other removable media drive, etc.
- the media drive 144 may be internal or external to the multimedia console 100.
- Application data may be accessed via the media drive 144 for execution, playback, etc. by the multimedia console 100.
- the media drive 144 is connected to the I/O controller 120 via a bus, such as a Serial ATA bus or other high speed connection (e.g., IEEE 1394).
- the system management controller 122 provides a variety of service functions related to assuring availability of the multimedia console 100.
- the audio processing unit 123 and an audio codec 132 form a corresponding audio processing pipeline with high fidelity, 3D, surround, and stereo audio processing according to aspects of the present disclosure described above. Audio data is carried between the audio processing unit 123 and the audio codec 126 via a communication link.
- the audio processing pipeline outputs data to the A/V port 140 for reproduction by an external audio player or device having audio capabilities.
- the front panel I/O subassembly 130 supports the functionality of the power button 150 and the eject button 152, as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of the multimedia console 100.
- a system power supply module 136 provides power to the components of the multimedia console 100.
- a fan 138 cools the circuitry within the multimedia console 100.
- the CPU 101, GPU 108, memory controller 110, and various other components within the multimedia console 100 are interconnected via one or more buses, including serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus using any of a variety of bus architectures.
- application data may be loaded from the system memory 143 into memory 112 and/or caches 102, 104 and executed on the CPU 101.
- the application may present a graphical user interface that provides a consistent user experience when navigating to different media types available on the multimedia console 100.
- applications and/or other media contained within the media drive 144 may be launched or played from the media drive 144 to provide additional functionalities to the multimedia console 100.
- the multimedia console 100 may be operated as a standalone system by simply connecting the system to a television or other display. In this standalone mode, the multimedia console 100 may allow one or more users to interact with the system, watch movies, listen to music, and the like. However, with the integration of broadband connectivity made available through the network interface 124 or the wireless adapter 148, the multimedia console 100 may further be operated as a participant in a larger network community. In this latter scenario, the console 100 may be connected via a network to a server.
- FIG. 2 illustrated is a block diagram representing an exemplary computing device that may be suitable for use in conjunction with implementing the subject matter disclosed above.
- Numerous embodiments of the present disclosure may execute on a computer.
- the computer executable instructions that carry out the processes and methods for providing PC experiences on gaming consoles may reside and/or be executed in such a computing environment as shown in Fig. 1.
- the computing system environment 220 is only one example of a suitable computing environment and is not intended to suggest any limitation as to the scope of use or functionality of the presently disclosed subject matter. Neither should the computing environment 220 be interpreted as having any dependency or requirement relating to any one or combination of components illustrated in the exemplary operating environment 220.
- the various depicted computing elements may include circuitry configured to instantiate specific aspects of the present disclosure.
- the term circuitry used in the disclosure can include specialized hardware components configured to perform function(s) by firmware or switches.
- the term circuitry can include a general purpose processing unit, memory, etc., configured by software instructions that embody logic operable to perform function(s).
- an implementer may write source code embodying logic and the source code can be compiled into machine readable code that can be processed by the general purpose processing unit.
- Computer 241 typically includes a variety of computer readable media.
- Computer readable media can be any available media that can be accessed by computer 241 and includes both volatile and nonvolatile media, removable and non-removable media.
- the system memory 222 includes computer storage media in the form of volatile and/or nonvolatile memory such as read only memory (ROM) 223 and random access memory (RAM) 260.
- ROM read only memory
- RAM random access memory
- BIOS basic input/output system 224
- RAM 260 typically contains data and/or program modules that are immediately accessible to and/or presently being operated on by processing unit 259.
- Fig. 2 illustrates operating system 225, application programs 226, other program modules 227, and program data 228.
- the computer 241 may also include other removable/non-removable, volatile/nonvolatile computer storage media.
- Fig. 2 illustrates a hard disk drive 238 that reads from or writes to non-removable, nonvolatile magnetic media, a magnetic disk drive 239 that reads from or writes to a removable, nonvolatile magnetic disk 254, and an optical disk drive 240 that reads from or writes to a removable, nonvolatile optical disk 253 such as a CD ROM or other optical media.
- removable/non-removable, volatile/nonvolatile computer storage media that can be used in the exemplary operating environment include, but are not limited to, magnetic tape cassettes, flash memory cards, digital versatile disks, digital video tape, solid state RAM, solid state ROM, and the like.
- the hard disk drive 238 is typically connected to the system bus 221 through an non-removable memory interface such as interface 234, and magnetic disk drive 239 and optical disk drive 240 are typically connected to the system bus 221 by a removable memory interface, such as interface 235.
- the drives and their associated computer storage media discussed above and illustrated in Fig. 2, provide storage of computer readable instructions, data structures, program modules and other data for the computer 241.
- hard disk drive 238 is illustrated as storing operating system 258, application programs 257, other program modules 256, and program data 255. Note that these components can either be the same as or different from operating system 225, application programs 226, other program modules 227, and program data 228.
- Operating system 258, application programs 257, other program modules 256, and program data 255 are given different numbers here to illustrate that, at a minimum, they are different copies.
- a user may enter commands and information into the computer 241 through input devices such as a keyboard 251 and pointing device 252, commonly referred to as a mouse, trackball or touch pad.
- Other input devices may include a microphone, joystick, game pad, satellite dish, scanner, or the like.
- These and other input devices are often connected to the processing unit 259 through a user input interface 236 that is coupled to the system bus, but may be connected by other interface and bus structures, such as a parallel port, game port or a universal serial bus (USB).
- a monitor 242 or other type of display device is also connected to the system bus 221 via an interface, such as a video interface 232.
- computers may also include other peripheral output devices such as speakers 244 and printer 243, which may be connected through a output peripheral interface 233.
- the computer 241 may operate in a networked environment using logical connections to one or more remote computers, such as a remote computer 246.
- the remote computer 246 may be a personal computer, a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to the computer 241, although only a memory storage device 247 has been illustrated in Fig. 2.
- the logical connections depicted in Fig. 2 include a local area network (LAN) 245 and a wide area network (WAN) 249, but may also include other networks.
- LAN local area network
- WAN wide area network
- Such networking environments are commonplace in offices, enterprise-wide computer networks, intranets and the Internet.
- the computer 241 When used in a LAN networking environment, the computer 241 is connected to the LAN 245 through a network interface or adapter 237. When used in a WAN networking environment, the computer 241 typically includes a modem 250 or other means for establishing communications over the WAN 249, such as the Internet.
- the modem 250 which may be internal or external, may be connected to the system bus 221 via the user input interface 236, or other appropriate mechanism.
- program modules depicted relative to the computer 241, or portions thereof may be stored in the remote memory storage device.
- Fig. 2 illustrates remote application programs 248 as residing on memory device 247. It will be appreciated that the network connections shown are exemplary and other means of establishing a communications link between the computers may be used.
- Fig. 3 provides a schematic diagram of an exemplary networked or distributed computing environment.
- the environment comprises computing devices 153,
- the entities 153, 155, 156, 157, and 158 may comprise or make use of programs, methods, data stores, programmable logic, etc.
- the entities 153, 155, 156, 157, and 158 may span portions of the same or different devices such as PDAs, audio/video devices, MP3 players, smart phones, DVD players, cable box tuners, or just about any computing devices capable of remoted content provided by server PCs.
- Each entity 153, 155, 156, 157, and 158 can communicate with another entity 153, 155, 156, 157, and 158 by way of the communications network 154.
- any entity may be responsible for the maintenance and updating of a database 158 or other storage element.
- This network 154 may itself comprise other computing entities that provide services to the system of Fig. 3, and may itself represent multiple interconnected networks.
- each entity 153, 155, 156, 157, and 158 may contain discrete functional program modules that might make use of an API, or other object, software, firmware and/or hardware, to request services of one or more of the other entities 153, 155, 156, 157, and 158.
- an object such as 155
- another computing device 156 may be hosted on another computing device 156.
- the physical environment depicted may show the connected devices as computers, such illustration is merely exemplary and the physical environment may alternatively be depicted or described comprising various digital devices such as PDAs, televisions, MP3 players, etc., software objects such as interfaces, COM objects and the like.
- computing systems may be connected together by wired or wireless systems, by local networks or widely distributed networks.
- networks are coupled to the Internet, which provides an infrastructure for widely distributed computing and encompasses many different networks. Any such infrastructures, whether coupled to the Internet or not, may be used in conjunction with the systems and methods provided.
- a network infrastructure may enable a host of network topologies such as client/server, peer-to-peer, or hybrid architectures.
- the "client” is a member of a class or group that uses the services of another class or group to which it is not related.
- a client is a process, i.e., roughly a set of instructions or tasks, that requests a service provided by another program.
- the client process utilizes the requested service without having to "know” any working details about the other program or the service itself.
- a client/server architecture particularly a networked system
- a client is usually a computer that accesses shared network resources provided by another computer, e.g., a server.
- any entity 153, 155, 156, 157, and 158 can be considered a client, a server, or both, depending on the circumstances. And, moreover, regarding the entertainment console, it can be a client to a server.
- a server is typically, though not necessarily, a remote computer system accessible over a remote or local network, such as the Internet.
- the client process may be active in a first computer system, and the server process may be active in a second computer system, communicating with one another over a communications medium, thus providing distributed functionality and allowing multiple clients to take advantage of the information-gathering capabilities of the server.
- Any software objects may be distributed across multiple computing devices or objects.
- HTTP HyperText Transfer Protocol
- WWW World Wide Web
- a computer network address such as an Internet Protocol (IP) address or other reference such as a Universal Resource Locator (URL) can be used to identify the server or client computers to each other.
- IP Internet Protocol
- URL Universal Resource Locator
- Communication can be provided over a communications medium, e.g., client(s) and server(s) may be coupled to one another via TCP/IP connection(s) for high-capacity communication.
- the computing device may generally include a processor, a storage medium readable by the processor (including volatile and non-volatile memory and/or storage elements), at least one input device, and at least one output device.
- One or more programs that may utilize the creation and/or implementation of domain- specific programming models aspects of the present disclosure, e.g., through the use of a data processing API or the like, are preferably implemented in a high level procedural or object oriented programming language to communicate with a computer system.
- the program(s) can be implemented in assembly or machine language, if desired.
- the language may be a compiled or interpreted language, and combined with hardware implementations.
- a clan also known as a guild
- Clans typically exist for online games and console games with networking capability. Such games may range from groups of a few players to hundreds or thousands of players comprising a variety of organizational structures. Clans typically involve a group of gamers playing one particular game. Joining a clan provides a player access to resources, knowledge, and assistance needed to accomplish many game related goals. In addition, playing together with like-minded players provides social interaction and thus enhances the gaming experience.
- Some clans may be multi-game clans, allowing gamers to play with the same people in different games. Some clans may organize in order to play for a limited time. Such clans typically start more spontaneously, have smaller numbers of members, focus on a single game and have a short life span. Other clans may be larger and have a longer life span, and are typically directed to a single game. Some clans may be more specialized, and may require more selective criteria for membership in the clan. Such criteria may take into account not only the player's playing skill but their time commitment and, in some cases, computer hardware and bandwidth.
- the lifespan of a clan may vary from a few weeks to months and years. However, in many cases a group of players may be playing together for the first time and thus not have had any previous history of clan game play.
- a video game matchmaking service may provide a player with a candidate opponent or co-player when the player desires to play a multiplayer game and further desires to be matched with another player over a network.
- the matchmaking service typically uses a player's skill level as measured by various factors such as achievement level.
- individual players may have varying degrees of skill and experience. Some clans may focus on competition and may only allow skilled players who they think can help their clan win matches. For such clans, a prospective clan member may be asked to prove their skill in a game. Some teams may only recruit players who have a proven history with other successful teams.
- Gamers in a multiplayer environment are typically scored, either individually according to a fixed scoring system, or relative to other players.
- the score of a player is generally represented by a ranking or other indication of the skill of the player.
- the purpose of scoring is to provide a competitive measure that enhances enjoyment of the game through competition, either against oneself or against other players. Scoring also provides an opportunity for players to have their overall skill level recognized and acknowledged by the broader gaming community.
- matchmaking system The purpose of a matchmaking system is to provide matches between players according to some desired matching criteria.
- a matchmaking system will identify and track a number of attributes of a player.
- the skill of a gamer in a particular game is one of many attributes that can be used to match the gamer with another gamer.
- the purpose of matchmaking can also vary. For example, matches can be made to place gamers into competitive matches. In other cases, players may desire to be matched with other players who have similar interests or playing styles.
- Players may wish to evaluate their skills relative to people they know or relative to potential opponents they have never played, generally so that they can arrange interesting matches.
- the matchmaking system will typically avoid situations where the chances of winning for the participating players are unbalanced.
- matches which have a relatively even chance of any participant winning are typically considered desirable matches.
- matchmaking is an important service provided by gaming leagues and services. Matchmaking allows participants to find teammates and opponents who are reasonably close to their own skill level and thus more likely that the match will be interesting and challenging.
- Ranking systems are used in many competitive games and sports, and any ranking systems have been devised to enable competitive leagues to compare the relative skills of their members.
- a ranking system typically comprises the tracking of the skills of all players based on the game outcomes between players, arranging interesting matches for its members, and in some cases publishing the rankings of its members.
- An example ranking system in use today is the EIo rating system, which is a method for calculating the relative skill levels of players in two-player games such as chess.
- a player's expected score is the player's probability of winning plus half of the player's probability of drawing.
- the EIo algorithm system will adjust the player's rating upward.
- the TrueSkill ranking system uses the final standings of all teams in a game in order to update the skill estimates of gamers playing in a game. Rather than assuming a single fixed skill for each player, the system uses a Gaussian distribution to model a player's skill. The score distribution for each player may be modeled with a Gaussian distribution and may be determined through a Bayesian inference algorithm. Such a method is further described in commonly assigned U.S. Patent Number 7,050,868 entitled "Bayesian Scoring.”
- a service may be provided by a centralized service such as an online gaming service.
- Clans may be those formed by one or more players playing together on a local network with access to the Internet, or players playing over the Internet who have decided to form a clan.
- Such a matchmaking service may consider a player's present and past game performance statistics, a profile for the clan, the preferences of the players, and the like.
- any suitable data store in any suitable format may be used to store and/or communicate game performance and preference data, including a relational database, object-oriented database, unstructured database, an in-memory database, or other data store.
- a storage array may be constructed using a flat file system such as ACSII text, a binary file, data transmitted across a communication network, or any other file system.
- a flat file system such as ACSII text
- a binary file data transmitted across a communication network
- any other file system such as ACSII text
- the term data store and storage array as used herein refer to any data that is collected and stored in any manner accessible by a computer.
- methods for matching a single player may be extended to clans.
- the skill level and preferences for each player may be determined or retrieved for every member of the clan.
- the individual player information may be combined to form a clan profile.
- the clan profile may comprise a clan skill level, a clan preference profile, and the like.
- the individual player information may be combined using various methods such as averaging, weighted scoring, distribution profiles, and the like.
- weighting factors may be determined based on the distribution of the players past scores or skill levels, or various other methods. For example, a player with an extensive game history may be more heavily weighted than a player whose history comprises a single high score. The single high score may not be indicative of the player's skill because of the small sample size, and thus a lower weight may reduce the potential skewing effect of the non-representative score.
- An online gaming service may, for example, maintain a database of player scores and other performance factors such as achievement level. Such a database may be continuously updated by the online gaming service as players use the service. Such information may be further analyzed to create and maintain a user profile that may incorporate player performance and other information. Furthermore, the user profile may be automatically updated and saved for each player after each gaming session or other time period. In other embodiments, a player may provide such information if the gaming service does not have access to the information, or the player's localized game application may provide the information to the gaming service if the player's history is saved on the local system. However, it may be the case that a player has no history for the particular game for which a clan match is requested.
- a player's performance in a related game may be used to predict a score or performance for the game for which a clan match is requested.
- a related game e.g., a game of the same genre
- a weight or scale factor may be used to indicate the level of similarity to the currently requested game, and thus the player's performance may be scaled according to the game's similarity. For example, if the currently requested game is the sequel to a game for which a player's performance data is available, the similarity weight or scale factor may be high. If the currently requested is only of the same genre but comprises some differences with a player's prior performance data, the scale factor or weight may be lower.
- the matchmaking service may also use preferences provided by the player, or may infer such preferences by compiling various player profile data.
- preferences may include characteristics of other players that the player prefers to play with or against.
- the player may provide that he/she prefers to play against similar playing styles as determined by the game or system.
- the player may also specify that he/she prefers to play against, for example, "aggressive" style players and other styles of play, players of a certain achievement level, language preferences, and the like.
- Game preferences may generally include player behavioral data, such as style of play (e.g., aggressive, conservative), style of language (e.g., player uses foul language), and the like. Game preferences may further include cultural and demographic factors such as native language, age group, gender, and the like. Game preferences may also include specific player information, such as player ratings, provided by the player or other players. For example, a player may prefer not to play with a specific player or group of players based on previous gaming experiences. The player may also desire to exclude, for example, all players below an identified rating.
- player behavioral data such as style of play (e.g., aggressive, conservative), style of language (e.g., player uses foul language), and the like. Game preferences may further include cultural and demographic factors such as native language, age group, gender, and the like. Game preferences may also include specific player information, such as player ratings, provided by the player or other players. For example, a player may prefer not to play with a specific player or group of players based on previous gaming experiences. The player may also desire to exclude, for example, all
- Player preferences may also be determined using player reviews or evaluations of other players. Such reviews typically indicate a user's preferences for playing style. Reviews can also indicate that a player may not desire to collaborate or play with a specific player or type of player.
- a clan may be predefined with a specifically identified set of players. The clan may have played at least one game together, and may be identifiable by a clan name or other means of identification.
- an ad hoc clan may be formed.
- a group of players that has not previously been identified as a clan may desire to form a clan on the spot.
- an ad hoc group may seek to find another clan to play against or with. In such a case, it may be desirable to use known or available individual player skill and preference data for members of the ad hoc clan and determine an instantaneous clan profile. The instantaneous clan profile may then be used to find a suitable matching clan.
- Player performance and preference data may also be classified as passive data and active data.
- Passive data typically includes data that may be collected during the course of a player's game play and interaction with a gaming system, such as a player's play history.
- Active data may include selections made by the player or specifically provided by the player, such as the gaming zone, the type of game, and reviews provided by the player (e.g., likes and dislikes).
- a user interface may be provided for game clan matchmaking.
- the user interface may be provided directly within the video game application.
- a user may be provided an interface, for example, to indicate that the player desires to join a clan.
- the interface may further provide for player preference and performance data inputs. For example, a player may desire to join a clan that only includes beginning level players.
- the user interface may be provided separately from the video game application.
- an online gaming service may provide a user interface via a web browser. It should be appreciated that the systems and methods implementing the clan matching functionality may reside in the application, or the system, or both.
- the matchmaking function may further provide an application programming interface (API) that video game applications may use to access matchmaking services and features.
- API application programming interface
- a software development kit can be provided so that game developers may develop applications that incorporate the matchmaking feature.
- An API may be provided on a gaming console or local computer in order to provide access to clan matchmaking services to the locally executing video game application.
- an API may be provided on the server side and provide in conjunction with the online gaming service.
- an API or components of an API may be provided both on the client side and the server side.
- the members of the clan may further be provided the option of evaluating the match provided by the clan matchmaking function.
- Such feedback may further be used to describe a player's preferences and can be used to better tailor future matchmaking sessions for clans in which the player is a member.
- the feedback may also be used by the matchmaking function to update parameters used in ranking and matchmaking algorithms.
- a matching method or algorithm may incorporate artificial intelligence techniques to improve matchmaking results.
- the matchmaking system may thus include feedback and learning features such that the provided feedback may be used to dynamically improve matchmaking results and provide a better gaming experience for clan members.
- a clan matchmaking system 400 may comprise player performance data 410 that further comprises present and past game performance data from various gaming sessions involving players who use an associated online gaming service.
- the performance data may include data for a game that the player and the player's associated clan desires to play and desires to find a matching clan.
- the matchmaking service 400 may also comprise player preference data 420 that may further comprise both passive and active data regarding a player's preferences and profile. Such preference may include play style, language, skill level, game preferences and ratings.
- the matchmaking system 400 may comprise a database for storing performance, preference, and other data.
- a database update function 430 may maintain the database with active and passive data as players communicate and interact with the online gaming service and the matchmaking service 400 in particular.
- Matchmaking service 400 may further comprise a player profile update function 440 that may create and maintain individual player profiles based upon performance, preference and other data. The player profiles may further comprise current and past clans that the player has joined, and other information that may facilitate efficient retrieval of player information.
- Matchmaking service 400 may further comprise a clan profile update function 440 that may create and maintain clan profiles based upon current and past clans that have been established with the online gaming service and the matchmaking service 400 in particular.
- Matchmaking service 400 may further comprise a matchmaking function 450 that includes various functions and algorithms for determining a matching clan.
- a matchmaking function 450 that includes various functions and algorithms for determining a matching clan.
- weighted skill levels and said game preference data for a plurality of clans may be used.
- the plurality of clans may comprise other clans that are seeking a match, and may further comprise predefined clans or ad hoc clans that have been formed for the purpose of finding a clan to play with or against at a particular time.
- a simple average of player performance parameters may be used. For example, a performance parameter indicative of a player's skill may be collected for each player of a clan, and the skill parameters may be averaged to determine a clan average skill. A second clan with a similar average skill may then be selected to determine a matching clan within a predetermined threshold.
- Such a method may further be augmented by using player preference information. For example, a matchmaking algorithm may determine all preference parameters for which at least half of the clan members have selected as a preference. The matchmaking algorithm may then select as matching clans only those clans that have also selected the same preference as a clan preference.
- Various methods and algorithms for ranking clans may be used, such as Gaussian modeling, Bayesian inference methods, and the like.
- individual player scores or skill levels may be weighted to prevent skewing by outlying performance data.
- the weights of certain players may be increased or decreased to more accurately provide clan matches. For example, a single highly skilled player may provide a clan a superior advantage over another clan with experienced players that are not highly skilled.
- a weighted algorithm may increase the weight of exceptionally skilled players to more properly reflect the overall winning potential of the clan to which the exceptionally skilled player belongs.
- the weighted algorithm may comprise a table or list of player rankings or scores and the weight that may be assigned to that player's score or ranking depending on the size of the clan. Such a relationship may also be reflected by a mathematical relationship, function, or equation.
- the size of the clan may be considered because an individual's score or ranking may be diluted by a large clan. Alternatively, the effect of a player's score or ranking may be increased if the clan size is smaller.
- the impact of individual player rankings and scores on the overall clan performance may vary depending on the specific game, and the game clan matchmaking function may account for such differences when providing the matchmaking service. Additionally, the game developer may provide such weights or parameters that may be used by the matchmaking service via the API.
- an exemplary method may be implemented for determining a matching clan.
- a request for a matching clan may be received.
- a clan profile for the requesting clan may be determined, in accordance with the weighted skill levels and/or player preference data.
- the clan profiles may then be used in block 560 to determine a matching clan according to a suitable matching function or algorithm. After the matching clan has been determined, the requesting clan may proceed to play with/against the matching clan.
- feedback may be received from the requesting clan.
- the feedback may include, for example, a rating of the match provided by the matchmaking function, based on the resulting challenge of play or suitability of the matching clan.
- Such feedback may be used by the matchmaking function to update the matchmaking algorithm in block 580 to further improve the matchmaking characteristics and performance.
- block 610 it may be determined whether any saved game data is available for any members of the requesting clan. If such saved data is available, then in block 620 the available player performance data is retrieved. In block 630, it is determined whether for any player for which performance data was not available in block 620, if data from other games has been saved and is available. If such saved data is available, then in block 640 the available player performance data from the other games is retrieved.
- the data from the other games may be extrapolated to provide performance data that may be used in block 540 of Figure 5.
- such player performance data from other games may be extrapolated if the game is similar or of the same genre. Extrapolation may not be possible if the other game is significantly dissimilar.
- a scale factor may be used to represent the correlation between the other game and the currently requested game. A scale factor of zero may indicate that the game is completely dissimilar. Alternatively, a scale factor of one may indicate that the difference between the other game and the current game is negligible.
- default values may be determined for use by block 540 of Figure 5. Such a default value may simply be a neutral value that indicates, for example, a beginning level. However, if it is determined that a significant number of players possess a minimal level of skill despite the lack of pre-existing or saved game performance data, then a suitable default player performance value may be used.
- FIG. 7 illustrated is an exemplary method of providing matchmaking services on a local platform or console, wherein the player may access an online gaming service that may further provide an online game clan matchmaking service.
- a player may launch a video game application.
- the platform or console may further access an online gaming service.
- the video game application may further interact with an application programming interface (API) that provides access and services to matchmaking services of an online gaming service.
- API application programming interface
- a user interface may be provided to the video game player.
- Such a UI may receive inputs from the player for information such as the names or identification of a clan to which the player may belong.
- the UI may update clan data based on inputs received by the user.
- the player performance data may be retrieved from a local data store.
- any updated information may be transmitted to the on-line gaming service.
- the on-line clan matchmaking service may then execute a matchmaking function.
- a matching clan may be received by the gaming platform or console.
- the requesting player, together with other members of the clan may proceed to play with/against the matching clan.
- the other members of the clan may be communicatively coupled to the player via the internet, intranet, or other communications means.
- feedback may be received from the player.
- the feedback may include, for example, a rating of the match provided by the matchmaking function, based on the resulting challenge of play or suitability of the matching clan.
- Such feedback may be transmitted to the online gaming service and the online matchmaking service and used to update the matchmaking algorithm in block 755 to further improve the matchmaking characteristics and performance.
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Abstract
L'invention concerne divers systèmes, procédés et instructions lisibles par ordinateur pour un service de mise en relation de clans de jeu vidéo. Dans un mode de réalisation, un service de mise en relation calcule le niveau pondéré de dextérité de tous les membres participants d’un clan, ainsi que les préférences du clan en question, pour trouver un clan bien assorti. Le service de mise en relation peut recueillir les données statistiques de dextérité de divers clans et de tous leurs membres sur un certain nombre de sessions de jeu. Dans un mode de réalisation, le service peut calculer le niveau pondéré de dextérité d’un clan sur la base des données statistiques du clan et des données statistiques de membres participants actuels afin de déterminer un niveau pondéré de dextérité. Le service peut alors utiliser ce niveau pondéré de dextérité, ainsi que des préférences, pour mettre en relation le clan en question avec un autre clan présentant un niveau de dextérité et des préférences similaires.
Priority Applications (1)
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CN2009801341439A CN102132314A (zh) | 2008-06-26 | 2009-06-10 | 游戏部落比赛安排 |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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US12/147,166 | 2008-06-26 | ||
US12/147,166 US20090325709A1 (en) | 2008-06-26 | 2008-06-26 | Game Clan Matchmaking |
Publications (2)
Publication Number | Publication Date |
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WO2009158197A2 true WO2009158197A2 (fr) | 2009-12-30 |
WO2009158197A3 WO2009158197A3 (fr) | 2010-03-11 |
Family
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Application Number | Title | Priority Date | Filing Date |
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PCT/US2009/046936 WO2009158197A2 (fr) | 2008-06-26 | 2009-06-10 | Mise en relation de clans de jeu |
Country Status (3)
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US (1) | US20090325709A1 (fr) |
CN (1) | CN102132314A (fr) |
WO (1) | WO2009158197A2 (fr) |
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CN102132314A (zh) | 2011-07-20 |
WO2009158197A3 (fr) | 2010-03-11 |
US20090325709A1 (en) | 2009-12-31 |
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