U.S. Patent no. 10,322,351: Matchmaking system and method for multiplayer video games

Issued June 18, 2019 to Activision Publishing, Inc.
Priority Date July 3, 2014

Summary:
U.S. Patent No. 10,322,351 (the ‘351 Patent) relates to a matchmaking system for multiplayer video games. The ‘351 Patent details a method that optimizes the matchmaking process. Multiplayer games have become increasingly popular over time. Systems have been created that will automatically group players together into groups for multiplayer games. These systems are normally hard-coded and cannot be dynamically adjusted, such as a system only focusing on player skill lever. This may mean that a player never is matched with someone of a higher skill and similarly delays in matchmaking and creation of groups can occur because of these strict parameters the matchmaking system must satisfy. The invention instead analyzes other information, such as historical player data, to better facilitate an optimal mix of players and styles. The system constantly adjusts itself to maintain a high quality of gameplay and player behavior. The system calculates a match score based on the different criteria available to it and then uses this score to create more optimal matches. If a player is performing poorly then the scoring engine will adjust the matches for that player to improve that player’s performance. These improved matchmaking systems could increase the longevity and enjoyment player’s receive from a video game.

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.

Illustrative 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, wherein said host computer is in data communication with a plurality of computing devices and wherein each of said plurality of computing devices is configured to interact with an instance of a multiplayer video game, 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 said multiplayer video 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 a comparison of the match score to an adjusted threshold match score, wherein the adjusted threshold match score is generated by obtaining, using the host computer, at least a first wait time that indicates an amount of time that the first player has been waiting to be matched, adjusting, using the host computer, a threshold match score based on the first wait time, and comparing, by the host computer, the match score to the adjusted threshold 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.