System-level multiplayer matchmaking
Abstract
Solution.A system and a method for providing a system level multi-user matchmaking are provided. A user selection is received that specifies the multi-user activity associated with the interactive content title. The activity template associated with the selected activity is retrieved, and the retrieved activity template contains the activity requirements required to launch the selected activity. A new multi-user session with session requirements is established, and session requirements are at least based on activity requirements. The user device and at least one peer device identified based on the session requirements are added to the new multi-user session. The selected activity is launched in a new multi-user session. [Selection diagram] Fig. 1

Term
13 yearsto projected expiry
Projected expiry 13 September 2039, counted from filing; an application has no term until it is granted.
- Priority
- Filed
- Published
- Today
- Projected expiry
21 claims: 4 independent, 17 dependent
- 1システムレベルのマルチユーザマッチメイキングを提供するための方法であって、 ユーザのユーザデバイスからユーザ選択を受信することであって、前記ユーザ選択は、インタラクティブコンテンツタイトルに関連するマルチユーザアクティビティを指定する、前記受信することと、 前記選択されたアクティビティに関連付けられた複数のアクティブなマルチユーザセッションに関する情報を取得することと、 前記選択されたアクティビティに関連付けられたアクティビティテンプレートを取得することであって、前記取得されたアクティビティテンプレートは、前記選択されたアクティビティを起動するために必要なアクティビティ要件を提供する、前記取得することと、 前記取得されたアクティビティテンプレートによって提供される前記アクティビティ要件に少なくとも基づくセッション要件を有する新しいマルチユーザセッションを確立することと、 前記ユーザデバイスと、少なくとも1つの識別されたピアデバイスとを前記新しいマルチユーザセッションに追加することであって、前記少なくとも1つのピアデバイスは、前記セッション要件に基づいて識別される少なくとも1人のピアに関連付けられる、前記追加することと、 前記ユーザデバイスと、前記少なくとも1つの識別されたピアデバイスとのために確立された前記新しいマルチユーザセッションにおいて前記選択されたアクティビティを起動することと、を含む、方法。
- 2前記ユーザを前記複数のアクティブなマルチユーザセッションのうちの1つとマッチングさせることを試みることであって、前記ユーザが前記アクティブなマルチユーザセッションのうちのいずれにもマッチしない場合にマッチ無しが生じる、前記試みることをさらに含む、請求項1に記載の方法。
- 3前記ユーザに関連するユーザプロファイルを取得することであって、前記ユーザプロファイルは、前記ユーザ、前記ユーザデバイス、及び1つまたは複数の関連付けられた周辺デバイスに関するデータを提供する、前記取得することをさらに含み、前記ユーザデバイスを前記新しいマルチユーザセッションに追加することは、前記ユーザプロファイルに基づく、請求項1に記載の方法。
- 4前記少なくとも1人のピアに関連するピアプロファイルを取得することであって、前記ピアプロファイルは、前記少なくとも1人のピア及び前記ピアデバイスに関するデータを提供する、前記取得することをさらに含み、前記少なくとも1つのピアデバイスを前記新しいマルチユーザセッションに追加することは、前記ピアプロファイルを前記セッション要件と比較することを含む、請求項3に記載の方法。
- 5前記セッション要件は、前記選択されたアクティビティに参加するために必要なスキルレベルをさらに含む、請求項1に記載の方法。
- 6前記必要なスキルレベルは、前記ユーザのスキルレベルに基づく、請求項5に記載の方法。
- 7前記選択されたアクティビティは対戦マッチであり、前記少なくとも1つのピアデバイスは、既存のマルチユーザセッションに関連付けられている、請求項1に記載の方法。
- 8前記新しいマルチユーザセッションを前記少なくとも1つのピアデバイスの前記マルチユーザセッションとマッチングさせることをさらに含み、前記選択されたアクティビティを起動することは、前記マッチングしたマルチユーザセッションを前記新しいマルチユーザセッションに加入させることをさらに含む、請求項7に記載の方法。
- 9前記マルチユーザセッションはボイスチャットを含む、請求項1に記載の方法。
- 10システムレベルのマルチユーザマッチメイキングを提供するための方法であって、 ユーザのユーザデバイスからインタラクティブコンテンツタイトルのマルチユーザアクティビティのユーザ選択を受信することと、 前記アクティビティに関連付けられた複数のアクティブなマルチユーザセッションを取得することであって、各アクティブなマルチユーザセッションはセッション要件を有する、前記取得することと、 前記ユーザに関連するユーザプロファイルを取得することであって、前記ユーザプロファイルは、前記ユーザ、前記ユーザデバイス、及び前記ユーザデバイスの1つまたは複数の周辺機器に関するデータを含む、前記取得することと、 前記ユーザデバイスを前記複数のアクティブなマルチユーザセッションのうちの識別されたアクティブなマルチユーザセッションとマッチングさせることを、前記識別されたアクティブなマルチユーザセッションの前記セッション要件と、前記ユーザプロファイルとの間のマッチに基づいて行うことと、 前記識別されたアクティブなマルチユーザセッションに前記ユーザデバイスを追加することと、を含む、方法。
- 11前記識別されたアクティブなマルチユーザセッション内で前記選択されたアクティビティを起動することをさらに含む、請求項10に記載の方法。
- 12前記選択されたアクティビティは対戦マッチであり、前記識別されたアクティブなマルチユーザセッションは、少なくとも1人のピアの少なくとも1つのピアデバイスを含む、請求項10に記載の方法。
- 13前記識別されたアクティブなマルチユーザセッション内で前記ユーザと前記少なくとも1人のピアとの間の前記対戦マッチを起動することをさらに含む、請求項12に記載の方法。
- 14前記セッション要件は、前記マルチユーザセッションに関連付けられた少なくとも1人のピアの少なくとも1つのピアデバイスに関連付けられたピアプロファイルに基づき、前記ピアプロファイルは、前記少なくとも1人のピア及び前記少なくとも1つのピアデバイスに関するデータを提供する、請求項10に記載の方法。
- 15前記セッション要件は、前記選択されたアクティビティを起動するために必要なアクティビティ要件にさらに基づく、請求項14に記載の方法。
- 16前記アクティビティ要件は、前記識別されたアクティブなマルチユーザセッション内の各ユーザ及び各ピアに同じタイプのデバイスを要求することを含む、請求項15に記載の方法。
- 17前記セッション要件は、前記選択されたアクティビティに参加するために必要なスキルレベルをさらに含む、請求項15に記載の方法。
- 18前記必要なスキルレベルは、前記少なくとも1人のピアのスキルレベルに基づく、請求項17に記載の方法。
- 19前記インタラクティブコンテンツタイトルはビデオゲームである、請求項10に記載の方法。
- 20システムレベルのマルチユーザマッチメイキングのためのシステムであって、 複数のインタラクティブコンテンツタイトルと、各インタラクティブコンテンツタイトルに関連付けられた1つまたは複数のアクティビティテンプレートとを記憶するメモリと、 通信ネットワークを介してユーザに関連付けられたユーザデバイスとのセッションを確立するネットワークインターフェースと、 メモリに記憶された命令を実行するプロセッサと、を備え、前記プロセッサによる前記命令の実行は、 前記ユーザデバイスからユーザ選択を受信し、前記ユーザ選択は、インタラクティブコンテンツタイトルに関連するマルチユーザアクティビティを指定し、 前記選択されたアクティビティに関連付けられた複数のアクティブなマルチユーザセッションに関する情報を取得し、 前記選択されたアクティビティに関連付けられたメモリに記憶されたアクティビティテンプレートを取得し、前記取得されたアクティビティテンプレートは、前記選択されたアクティビティを起動するために必要なアクティビティ要件を提供し、 前記取得されたアクティビティテンプレートによって提供される前記アクティビティ要件に少なくとも基づくセッション要件を有する新しいマルチユーザセッションを確立し、 前記ユーザデバイスと、少なくとも1つの識別されたピアデバイスとを前記新しいマルチユーザセッションに追加し、前記少なくとも1つのピアデバイスは、前記セッション要件に基づいて識別される少なくとも1人のピアに関連付けられ、 前記ユーザデバイスと、前記少なくとも1つの識別されたピアデバイスとのために確立された前記新しいマルチユーザセッションにおいて前記選択されたアクティビティを起動する、システム。
- 21システムレベルのマルチユーザマッチメイキングを提供するための方法を実施するためにプロセッサによって実行可能なプログラムが具現化された非一時的コンピュータ可読媒体であって、前記方法は、 ユーザのユーザデバイスからユーザ選択を受信することであって、前記ユーザ選択は、インタラクティブコンテンツタイトルに関連するマルチユーザアクティビティを指定する、前記受信することと、 前記選択されたアクティビティに関連付けられた複数のアクティブなマルチユーザセッションに関する情報を取得することと、 前記選択されたアクティビティに関連付けられたアクティビティテンプレートを取得することであって、前記取得されたアクティビティテンプレートは、前記選択されたアクティビティを起動するために必要なアクティビティ要件を提供する、前記取得することと、 前記取得されたアクティビティテンプレートによって提供される前記アクティビティ要件に少なくとも基づくセッション要件を有する新しいマルチユーザセッションを確立することと、 前記ユーザデバイスと、少なくとも1つの識別されたピアデバイスとを前記新しいマルチユーザセッションに追加することであって、前記少なくとも1つのピアデバイスは、前記セッション要件に基づいて識別される少なくとも1人のピアに関連付けられる、前記追加することと、 前記ユーザデバイスと、前記少なくとも1つの識別されたピアデバイスとのために確立された前記新しいマルチユーザセッションにおいて前記選択されたアクティビティを起動することと、を含む、非一時的コンピュータ可読媒体。
Independent claims21
44 paragraphs, as filed
This technology relates to the provision of multiplayer matchmaking. More specifically, the technology may provide system-level multiplayer matchmaking.
Multi-user gameplay is a popular and constantly growing segment of gameplay. In multi-user gameplay, the user usually needs to find a match with the appropriate group of peers. Currently available matchmaking services may be run in-game after the user launches such a game, and then separately for each different game title launched by the user. Such matchmaking may use different matchmaking methods from game to game. In addition, the procedure for performing multi-user matchmaking can be different for each game. Also, currently available matchmaking can be performed based on limited information from users and / or peers.
Due to the popularity of multi-user games and gameplay with groups of configured peers (eg friends), significant delays and repetitive and / or different procedures in each game can have a significant impact on the user experience. May be given. Such matchmaking can compromise the user experience, for example by causing delays (eg, if the user needs to do matchmaking each time the game or session changes), and / or with the peer's experience. Matchmaking is inadequate due to the large difference from the user's experience. Moreover, in some cases, such matchmaking must be repeated for a group of players who regularly play different games together, resulting in further delay in gameplay.
Therefore, there is a need for systems and methods for system-level multi-user matchmaking in the art.
Embodiments of the invention include systems and methods for system-level multi-user matchmaking. Data about interactive content titles, activity templates, and multi-user sessions can be stored in memory. The activity template can be associated with an interactive content title and can include activity requirements. User selections for activities can be received. Multiple active multi-user sessions associated with the selected activity can be retrieved. A new multi-user session can be established. The new multi-user session may have session requirements that can be at least based on the activity requirements provided by the retrieved activity template. A user device and at least one peer device may be added to a new multi-user session. At least one peer device can be associated with at least one peer identified based on session requirements. The selected activity may be launched in a new multi-user session.
Various embodiments may include methods for system level multi-user matchmaking. Such a method may include receiving a user selection from the user's user device. User selection can specify multi-user activity associated with interactive content titles. Such a method may include retrieving information about multiple active multi-user sessions associated with the selected activity. Such a method may include retrieving an activity template associated with the selected activity. The retrieved activity template may provide the activity requirements needed to launch the selected activity. Such a method may include establishing a new multi-user session with session requirements that are at least based on the activity requirements provided by the acquired activity template. Such a method may include adding a user device and at least one identified peer device to a new multi-user session. At least one peer device can be associated with at least one peer identified based on session requirements. Such a method may include invoking the selected activity in a new multi-user session established for the user device and at least one identified peer device.
Additional embodiments may include systems for system-level multi-user matchmaking. Such a system may include memory for storing multiple interactive content titles and one or more activity templates associated with each interactive content title. Such a system may include a network interface that establishes a session with a user device associated with the user over a communication network. Such a system may include a processor that executes instructions stored in memory. Execution of an instruction by the processor may receive a user selection from the user device. User selection can specify multi-user activity associated with interactive content titles. Execution of instructions by the processor may retrieve information about multiple active multi-user sessions associated with the selected activity. Execution of an instruction by the processor may retrieve an activity template stored in memory associated with the selected activity. The retrieved activity template may provide the activity requirements needed to launch the selected activity. Execution of instructions by the processor may establish a new multi-user session with session requirements that are at least based on the activity requirements provided by the retrieved activity template. Execution of instructions by the processor may add a user device and at least one identified peer device to a new multi-user session. At least one peer device can be associated with at least one peer identified based on session requirements. Execution of instructions by the processor may invoke the selected activity in a new multi-user session established for the user device and at least one identified peer device.
Further embodiments include non-temporary computer-readable storage media in which a program executable by a processor is embodied to perform system-level multi-user matchmaking.
<figref num="1"> It is a figure which shows the network environment where the system for the system level multi-user matchmaking can be implemented.</figref>
<figref num="2"> It is a flowchart which shows the exemplary method for system level multi-user match making when the match with the existing multi-user session does not occur.</figref>
<figref num="3"> It is a flowchart which shows the exemplary method for system level multi-user match making when a match with an existing multi-user session occurs.</figref>
<figref num="4"> FIG. 3 is an exemplary electronic entertainment system diagram that can be used in providing system level multi-user matchmaking.</figref>
The detailed description below is intended to describe the various configurations of the subject technology and is not intended to indicate the only configuration in which the technology is feasible. The accompanying drawings are incorporated herein and form part of a detailed description. This detailed description includes specific details for a better understanding of the art. However, it will be clear and clear that the art is not limited to the particular details described herein and can be practiced without these details. In some examples, the structures and components are shown in block diagram format to avoid obscuring the concept of the subject art.
Embodiments of the invention include systems and methods for system-level multi-user matchmaking. The user may select an activity in which multiple users need to participate in the activity. Such activities may be associated with interactive content titles. The user may be matched with an existing active multi-user session associated with the selected activity, or a new multi-user session may be created if the user does not match an existing multi-user session. Such a multi-user session may include session requirements or qualifications that the user and / or peer must have in order to join a particular multi-user session.
FIG. 1 shows a network environment 100 in which a system for system-level multi-user matchmaking can exist. The network environment 100 may include one or more interactive content source servers 110 that provide interactive content (eg, video games, interactive video, etc.), a platform server 120, and one or more user devices 140.
The interactive content source server 110 may maintain and host an interactive content title playable by the user device 140 over a communication network. Such an interactive content server 110 may be implemented in the cloud (eg, one or more cloud servers). Each interactive content title may include one or more activities available within that content title. One or more activities may be playable by a single user or multiple users. Each interactive content title may include one or more templates corresponding to one or more activities available within that content title. Each template provides a structured dataset for the corresponding activity and can be used as the basis for real-time tracking and display of information about the corresponding activity.
In one example, the interactive content title is a video game title, and one or more templates may correspond to different modes of competitive gameplay available within that game title. In another example, one or more templates may correspond to different chapters of an interactive storyline. Each template can be associated with a portion of the interactive content title in which the corresponding activity initiates within the interactive content title. For example, a template may include an intermediate point within a portion of the game where an activity begins (eg, at a particular point in the game&#39;s storyline at a particular point in the game environment). In another example, the template could virtually teleport the user&#39;s character to a location in the gaming environment closest to the starting point of the associated activity. You can also associate a template with matchmaking to assign users to match matches (for example, depending on the skill, experience level, or availability of other peers). In addition, such templates associated with matchmaking will require activity requirements (eg, maximum and / or minimum number of players, skill level and / or) to launch the selected activity (eg, matchmaking). Ranks, character levels and / or ranks, user device requirements, etc.) may be provided. Each template can be updated, edited, or deleted, or a new template can be created. One or more templates may be stored and retrieved from the interactive content source server 110 or platform server 120.
Platform server 120 may be responsible for communicating with different interactive content source servers 110 to match a user to one of a plurality of active multi-user sessions associated with a selected activity. Such a platform server 120 may be implemented on one or more cloud servers. The interactive content source server 110 may communicate with a plurality of platform servers 120. The platform server 120 may also execute, for example, an instruction to generate a multi-user session with session requirements. Such session requirements are the activity requirements of the template associated with the selected activity (eg, maximum and / or minimum number of players, skill level and / or rank, character level and / or rank, user device requirements, etc.). Obtained based on. A multi-user session can be established by the platform server 120 associated with the user or peer. Such a multi-user session can include two or more users and can provide communication between users (eg, voice chat, video chat, direct message, text chat, etc.) within the multi-user session. .. Further, the platform server 120 may execute, for example, an instruction to automatically launch the selected activity in the multi-user session according to the activity template.
Interactive content titles and their corresponding activities can be provided via application programming interface (API) 130, which allows different types of interactive content source servers 110 to communicate with different platform servers 120 and different user devices 140. It will be possible to do. API 130 is dedicated to specific computer programming languages, operating systems, protocols, etc. with the interactive content source server 110 that provides interactive content titles, the platform server 120 that provides associated templates, and the user device 140 that receives them. Can be In a network environment 100 that includes a plurality of different types of interactive content source servers 110 (or platform servers 120 or user devices 140), there may be a corresponding number of API 130s as well.
The user device 140 may include a plurality of different types of computing devices. For example, the user device 140 may include any number of different game consoles, mobile devices, laptops, and desktops. Also, such a user device 140 may be configured to access data from other storage media, such as, but not limited to, memory cards or disk drives that may be appropriate for downloadable services. Such devices 140 are standard hardware such as, but not limited to, network and media interfaces, non-temporary computer-readable storage (memory), and processors for executing instructions that can be stored in memory. May include computing components. In addition, these user devices 140 operate using a variety of different operating systems (eg iOS, Android®), applications, or computing languages (eg C ++, Java® Script). obtain. An exemplary user device 140 is described in detail herein with reference to FIG.
FIG. 2 is a flow chart illustrating an exemplary method 200 for system-level multi-user matchmaking when no match between a user and an existing multi-user session occurs. Method 200 of FIG. 2 may be embodied as an executable instruction in a non-temporary computer-readable storage medium including, but not limited to, non-volatile memory such as CD, DVD, or hard tribe. Storage medium instructions may be executed by a processor (or multiple processors) to force various hardware components of a computing device to host or otherwise access the storage medium to perform this method. .. Instruction execution can be performed on a cloud server (for example, the steps shown in Figure 2 are performed in the cloud). The steps shown in FIG. 2 (and their order) are exemplary and may include their various alternatives, equivalents, or derivatives, including, but not limited to, their execution order.
In step 210, the user selection of the activity related to the interactive content title is received by the platform server 120. Such activities can be activities that require the participation of multiple users (eg, dungeons, multi-user quests, competitive matches, etc.). Such selection can be made while the user is participating in different activities with the same or different interactive content titles.
In step 220, data related to the plurality of active multi-user sessions associated with the activity may be retrieved from the interactive content source server 110 by the platform server 120. Such data may include data for each active multi-user session available for matchmaking. Such an active multi-user session can be in various states (eg, it may require one user or multiple users to participate in a given activity). .. Also, such an active multi-user session may have session requirements that limit the users who can join the active multi-user session. For example, a multi-user session may require the user&#39;s character to have a minimum skill level.
In step 230, the platform server 120 may match the user associated with the user selection with a plurality of active multi-user sessions. Such matching may be based on the user and the data for each active multi-user session. During matching (which can be done in the background), users can continue to participate in other activities of other interactive content titles. Such matching can result in no match if the user does not match any of the active multi-user sessions. For example, no match can occur if the user does not meet the session requirements of any active multi-user session. If no match occurs, a new multi-user session may be established, as described below. Such matchmaking can be done in the background when the user device is participating in related or unrelated activities of the same or different game titles. Therefore, the platform server 120 may further maintain information about the active game session and its status in real time or near real time. In addition, user devices already participating in a multi-user session may not be allowed to initiate background matchmaking to prevent the session from being matched with a missing player. In some embodiments, the user device may be put on standby until it leaves the current session.
In step 240, the activity template associated with the selected activity stored in the interactive content source server 110 may be retrieved by the platform server 120. Such an activity template may include the activity requirements required to launch the selected activity. Such activity requirements may take into account hardware, software, users, and / or peer requirements, as well as the maximum and / or minimum number of users required to initiate an activity.
In step 250, a multi-user session with session requirements can be established by platform server 120 or interactive content source server 110. Such session requirements may be based on the acquired activity requirements. For example, activity requirements and thus session requirements may require each of the four users to use a particular user device (eg, Sony PlayStation®). Also, such session requirements may be based on the user profile associated with the user. Such user profiles may be stored in memory on the platform server 120 or user device 140. Such user profiles include user data (eg, peer skills, character levels and / or skills, play times, types of games played, etc.), data about associated user devices (eg, hardware components and features, software, etc.). , Router information, geographic location, etc.), and / or peripherals of the user device (eg, microphone, camera, mouse, controller, device, etc.). For example, session requirements may require that the peer&#39;s character match or exceed the level of the user&#39;s character. In another example, the session requirement may require the user device to be able to perform the host mission, and the host mission may be indicated by the user profile with respect to the user device function.
At step 260, the user and at least one peer user may be added to the multi-user session by platform server 120. Peers can be added based on the peer (and / or peer device and peripherals) meeting the session requirements. Such a match may include obtaining a peer profile associated with the peer. Such peer profiles may be stored in memory on the platform server 120 or user device 140. Such peer profiles include peer data (eg, peer skills, character levels and / or skills, play times, types of games played, etc.), data about associated peer devices (eg, hardware components and features, software, etc.). , Router information, geographic location, etc.), and / or peripherals for peer devices (eg, microphones, cameras, mice, controllers, devices, etc.). Such a peer profile can be used to rank multiple peers in a multi-user session and can provide a backup peer if the selected peer removes itself from the multi-user session. For example, 7 peers could match a multi-user session that requires 3 peers. Three peers to join the multi-user session can be selected and the remaining four peers can be ranked to determine which remaining peer can be replaced by a peer who can leave the multi-user session. ..
In step 270, the selected activity may be launched by the interactive content source server 110 or platform server 120 within a multi-user session. Such an activated activity can be a matchmaking that requires more than one participant, thereby requiring matchmaking with a matchmaking match with different users (which can exist in different multi-user sessions). And. Such a match may have a match match requirement as to which multi-user session can be subscribed to to allow each user to participate in the match. In such a match match, one or more multi-user sessions are matched with the match match based on the users and peers in each multi-user session and the match match requirements. For example, a first multi-user session and a second multi-user session are identified for a match match based on the similarity between the users of the first multi-user session and the users of the second multi-user session. obtain. Such first and second multi-user sessions can then be merged or otherwise associated so that each user can participate in the same match. (For example, compete with each other or work together to fight a common third party (eg, a boss, another multi-user session, etc.)).
FIG. 3 is a flow chart illustrating an exemplary method 300 for system-level multi-user matchmaking when a match between a user and an existing multi-user session occurs. Method 300 of FIG. 3 can be embodied as an executable instruction in a non-temporary computer-readable storage medium including, but not limited to, non-volatile memory such as CD, DVD, or hard tribe. Storage medium instructions may be executed by a processor (or multiple processors) to force various hardware components of a computing device to host or otherwise access the storage medium to perform this method. .. Instruction execution can be performed on the cloud server 160 (for example, the steps shown in Figure 3 are performed in the cloud). The steps shown in FIG. 3 (and their order) are exemplary and may include their various alternatives, equivalents, or derivatives, including, but not limited to, their execution order.
In step 310, the user selection of the activity related to the interactive content title is received by the platform server 120. Such activities can be activities that require the participation of multiple users (eg, dungeons, multi-user quests, competitive matches, etc.).
In step 320, a plurality of active multi-user sessions associated with the activity may be retrieved from the interactive content source server 110 by the platform server 120. As mentioned above, such an active multi-user session can be in various progress states (eg, it may require one or more users). Also, such an active multi-user session may have session requirements that limit the users who can join the active multi-user session. For example, a multi-user session (for example, for a particular activity within a particular game title) may require that the user&#39;s character have a minimum skill level. Also, such session requirements may be based on one or more peer profiles of the corresponding one or more peers who have already subscribed to a multi-user session. Such peer profiles include peer data for each peer (eg, peer skill, character level and / or skill, play time, type of game played, etc.), associated peer device (eg, hardware components and features, etc.). Software, router information, geographic location, etc.), and / or peripherals for peer devices (eg, microphones, cameras, mice, controllers, devices, etc.) may be included.
In step 330, the user profile associated with the user may be retrieved by the platform server 120 from memory stored in the platform server 120 or the user device 140. Such user profiles include user data about the user (eg, peer skills, character levels and / or skills, play time, type of game played, etc.), associated user devices (eg, hardware components and features, software, etc.). , Router information, geographic location, etc.), and / or peripherals of the user device (eg, microphone, camera, mouse, controller, device, etc.).
At step 340, the user may be matched to one of the multi-user sessions by platform server 120, and at step 350, the user device may be added to the matched multi-user session by platform server 120. Such a match may be based on a match between the session requirement and user data, user device data, and / or user device peripheral data from the user profile. For example, a session requirement may require that the user has previously participated in the selected activity, and user data may indicate that the user has participated in the selected activity multiple times. Such session requirements may indicate that a user with experience in the selected activity is required or desired to join a multi-user session.
After the selected activity is complete, the multi-user session may remain outside the selected activity. The user or peer of the multi-user session may then select other activities to join together. For example, users and peers may belong to the same system-level voice chat group (or other predefined group). Such selected activities may or may not require further matchmaking between the multi-user session and the selected activities. Such multi-user sessions allow users and peers to be together when entering and exiting activities. As such, users and peers do not have to work on individual matchmaking for different activities. In other words, users can participate in multiple different activities in the same multi-user session and peer, eliminating the traditional procedure of individual matchmaking for each user and each peer for each new activity.
Performing multi-user matchmaking on platform server 120 further simplifies the procedure for participating in activities that require the participation of multiple users by eliminating the step of launching interactive titles prior to matchmaking. obtain. In other words, the user simply selects a multi-user activity template from the user interface on platform server 120 to initiate matchmaking. After the matchmaking is complete, the multi-user activity is launched and the user can initiate an immediate interaction with the multi-user activity, which launches the interactive content title, selects the multi-user activity, and interactive content. You can bypass the traditional procedure of waiting for matchmaking in the title.
FIG. 4 is an exemplary user electronic entertainment system that can be used to launch interactive content and provide a dynamic interface. The entertainment system 400 of FIG. 4 includes a main memory 405, a central processing unit (CPU) 410, a vector unit 415, a graphic processing unit 420, an input / output (I / O) processor 425, an I / O processor memory 430, and a peripheral interface 435. Includes memory card 440, universal serial bus (USB) interface 445, and communication network interface 450. The entertainment system 400 further includes an operating system read-only memory (OS ROM) 455, an audio processing unit 460, an optical disk control unit 470, and a hard disk drive 465, which are connected to the I / O processor 425 via bus 475. ..
The entertainment system 400 can be an electronic game console. Alternatively, the entertainment system 400 may be implemented as a general purpose computer, set-top box, handheld gaming device, tablet computing device, virtual reality device, augmented reality device, or mobile computing device or mobile phone. Entertainment systems may include more or less behavioral components, depending on a particular form factor, purpose, or design.
The CPU 410, the vector unit 415, the graphic processing unit 420, and the I / O processor 425 in FIG. 4 communicate via the system bus 485. Further, the CPU 410 in FIG. 4 may communicate with the main memory 405 via the dedicated bus 480, and the vector unit 415 and the graphic processing unit 420 may communicate via the dedicated bus 490. The CPU 410 in FIG. 4 executes the program stored in the OS ROM 455 and the main memory 405. The main memory 405 of FIG. 4 is transferred from a pre-stored program and an optical disc control unit 470 from a CD-ROM, DVD-ROM, or other optical disc (not shown) via the I / O processor 425. It may include a program to be played. The I / O processor 425 of FIG. 4 may also enable the introduction of content transferred over wireless or other communication networks (eg, 4G, LTE, 1G, etc.). The I / O processor 425 of FIG. 4 mainly controls data exchange between various devices of the entertainment system 400 including the CPU 410, the vector unit 415, the graphics processing unit 420, and the peripheral interface 435.
The graphic processing unit 420 of FIG. 4 executes a graphic instruction received from the CPU 410 and the vector unit 415 to generate an image for display on a display device (not shown). For example, the vector unit 415 in FIG. 4 may transform an object from 3D coordinates to 2D coordinates and send the 2D coordinates to the graphic processing unit 420. Further, the voice processing unit 460 executes a command to generate a voice signal, and the voice signal is output to a voice device such as a speaker (not shown). Other devices may be connected to the entertainment system 400 via a USB interface 445 and a communication network interface 450 such as a wireless transceiver, which may be embedded in the system 400 or as part of some other component such as a processor. possible.
The user of the entertainment system 400 of FIG. 4 provides instructions to the CPU 410 via the peripheral interface 435, which allows the use of a variety of different available peripheral devices (eg, controllers) known in the art. It will be possible. For example, the user commands the CPU 410 to store certain game information in a memory card 440 or other non-temporary computer-readable storage medium, or to instruct a game character to perform some specified action. Can be.
The present invention may be implemented in applications that may be operational by various end-user devices. For example, end-user devices include personal computers, home entertainment systems (eg Sony PlayStation2® or Sony PlayStation3® or Sony PlayStation4®), portable gaming devices (eg Sony PSP (registered trademark)). It can be a home entertainment system from a different manufacturer (trademark) or Sony Vita®), or inferior but different manufacturers. The methodology described herein is fully intended to be operational on a variety of devices. In addition, the present invention may be implemented with neutrality beyond titles, and one embodiment of the system may be utilized across various titles from different publishers.
The present invention may be practiced in applications that may be operational using a variety of devices. Non-temporary computer-readable storage medium refers to any medium or multiple media involved in providing an instruction to a central processing unit (CPU) for execution. Such media can take many forms, such as, but not limited to, non-volatile and volatile media, such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-temporary computer-readable storage media include, for example, floppy (registered trademark) discs, flexible discs, hard disks, magnetic tapes, any other magnetic media, CD-ROM discs, digital video discs (DVDs). , Other optional optical media, RAM, PROM, EPROM, FLASHEPROM, and any other memory chip or cartridge.
Various forms of transmission medium may be involved in transmitting one or more sequences of one or more instructions to the CPU for execution. The bus transmits data to the system RAM, from which the CPU acquires and executes instructions. Instructions received by the system RAM can optionally be stored on a fixed disk before or after being executed by the CPU. Various forms of storage can be implemented as well, along with the network interfaces and network topologies required for their implementation.
The above-mentioned detailed description of the present technology is presented for the purpose of illustration and explanation. This is neither comprehensive nor intended to be limited to the detailed form in which the technology is disclosed. In light of the above teachings, many modified and modified forms are possible. The embodiments described are intended to best explain the principles of the technique, its practical application, and those skilled in the art will make various modifications to the technique in various embodiments to suit the particular application intended. It was chosen to be available for use. The scope of the present technology shall be defined by the scope of claims.
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| JP2007215751A | Cites | Japan | Search report |
| JP2011087715A | Cites | Japan | Search report |
| JP2013165906A | Cites | Japan | Search report |
| JP2014035585A | Cites | Japan | Search report |
| JP2015029837A | Cites | Japan | Search report |
| JP2015150100A | Cites | Japan | Search report |
| JP2017153783A | Cites | Japan | Search report |
| JP2018094208A | Cites | Japan | Search report |
| US8425330B1 | Cites | United States of America | Search report |
9 members in 5 offices
Priority claims3
| Document | Office | Kind | Date |
|---|---|---|---|
| 16137953 | United States of America | – | |
| 201816137953 | United States of America | A | |
| 2019051150 | United States of America | W |
Members9
| Document | Office | Kind | |
|---|---|---|---|
| US2020094148A1 | United States of America | A1 | |
| WO2020060880A1 | World Intellectual Property Organization (WIPO) | A1 | |
| US10765952B2 | United States of America | B2 | |
| EP3852892A1 | European Patent Office (EPO) | A1 | |
| CN113260435A | China | A | |
| JP2022502125AThis record | Japan | A | |
| EP3852892A4 | European Patent Office (EPO) | A4 | |
| JP7353359B2 | Japan | B2 | |
| CN113260435B | China | B |
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Numbers
- Publication
- 2022502125
- Application
- 2021516351
Titles2
- Japanese
- システムレベルのマルチプレイヤーマッチメイキング
- English
- System level multiplayer matchmaking
Classification
- CPC, 7
- A63F13/795
- A63F2300/5566
- A63F2300/556
- A63F2300/558
- A63F13/798
- A63F13/45
- A63F13/79
- IPC, 2
- A63F13 795
- A63F13 35
Designated states5
- Regional, 4
- Zimbabwe
- Turkmenistan
- Türkiye
- Togo
- National, 1
- Trinidad and Tobago