System and method for providing feedback on game players and enhancing social matchmaking
Claim Score by NHIP
Abstract
A service that receives feedback from players in a game playing service. The service provides an aggregation of the feedback so that a reputation score can be determined by various players in the system. The service takes into account direct feedback from other players about positive and negative experiences with a particular player and expectations about appropriate conduct and type of game being played before a player joins the game session.

Term
2.3 yearsto projected expiry
Projected expiry 29 December 2028, counted from filing; an application has no term until it is granted.
- Priority and filed
- Published
- Today
- Projected expiry
15 claims: 3 independent, 12 dependent
- 1A system for playing a multi-player computer-based game, comprising:a database having a plurality of user profiles, said user profiles comprising a plurality of attributes of a plurality of users;and a service capable of receiving input from a select one of said plurality of users, said input capable of providing feedback about the reputation of another of the plurality of users, said service capable of maintaining an aggregation of feedback for the another of the plurality of users, wherein an indication of said aggregation is capable of being read by the other of the plurality of users.
- 8Broadest claimClaim Score 77, broad(NHIP)A method for playing a multi-player computer-based game, comprising:providing a database having a plurality of user profiles, said user profiles comprising a plurality of attributes of a plurality of users;receiving input from a select one of said plurality of users, said input providing feedback about the reputation of another of the plurality of users;and maintaining in said database an aggregation of feedback for the another of the plurality of users, wherein an indication of said aggregation is readable by the other of the plurality of users.
- 15A computer-readable medium bearing computer-readable instructions for playing a multi-player computer-based game, comprising:computer-readable instructions for accessing a database having a plurality of user profiles, said user profiles comprising a plurality of attributes of a plurality of users;computer-readable instructions for receiving input from a select one of said plurality of users, said input providing feedback about the reputation of another of the plurality of users;and
Independent claims3
79 paragraphs in 5 sections, as filed
FIELD OF THE INVENTION
0001This invention generally relates to the field of gaming and multimedia devices. In particular, the present invention is directed to a method of providing information to a service regarding player behavior in an on-line gaming environment.
BACKGROUND OF THE INVENTION
0002In online gaming, game hosting services and game developers have created a number of ways to track and personalize the online gaming experience. One drawback of existing systems is that many of the features have grown up independent of each other. Games send blobs of data about garners back and forth to a central service, but the service has no way to understand and aggregate the data outside of the game context. Games can host their own Websites, but the data displayed there is not universally accessible to other games.
0003In a sense, then, the service and games offer two parallel communities that offer great—but separated—resources for gamers. First, in the game community, while playing a game, the gamer can see the community of others who play the specific game, the leaderboards for that game, and his personal achievements in that game. A game can tell a gamer, from the Service data, if a Friend is online, but it can't tell the gamer what, exactly that Friend is doing on the Service or when he will be available.
0004Second, in the service community, the service knows a gamer player's history, all of the games he's played, the amount of time he spends online, the size of his Friends list and all of the games that Friends have played or are playing, the Friends invites sent and received, the Messages sent and received, and all of the Feedback the gamer has given and received.
0005Systems have tried to leverage these on-line communities to match various players to allow them to play multi-player games. Nevertheless, in general such systems, which typically emphasize skill or experience in a single game or small family of games, do not group players who are likely to enjoy shared interaction based on social and/or personal considerations. That's because these social factors, which depend on large aggregates of data across many game types and session, cannot easily be taken into account when matching players for a single game. Matchmaking systems in the gaming world do not produce close relationships between individual players.
0006There is a need for a matchmaking service that selects matches based on personal/social characteristics that emerge from cross-game data collection. Moreover, such systems should take into account direct feedback from other players about positive and negative experiences with a particular player and expectations about appropriate conduct and type of game being played before a player joins the game session. Such a system, it is believed, will result in deeper inter-personal relationships and more enjoyable game play, because the frequency and quality of interaction with suitable players is increased over time as a player's network of familiar players grows.
SUMMARY OF THE INVENTION
0007The invention comprises systems and methods for playing a multi-player computer-based game. A database having a plurality of user profiles is maintained by a service. The user profiles comprise a plurality of attributes of a plurality of users (or game players). The service is capable of receiving input from a select one of the plurality of users. The input is feedback about the reputation of other ones of the plurality of users. The service then maintains an aggregation of feedback for the plurality of users and an indication of the aggregation is capable of being read by the other of the plurality of users. The aggregation may be aggregated over a plurality of different games titles from variety of different game developers and distributors. The indication of feedback may comprises an indication of the number of positive or negative reviews that a player received. In that way, users of the system can quickly assess the reputation of a game player in the broader gaming community.
0008The service may also maintain selected ones of the plurality of users in an affiliate list for the select one of said plurality of users when that user provides positive or negative feedback. The affiliate list stores the relational information between each pair of users who have given positive or negative feedback on each other. The service is preferably maintained on a server and the plurality of users connect to the service over a network connection. More preferably, the plurality of users connect to the server by way of a game console. And the game console may locally execute at least a portion of the multi-player game. In the matchmaking of players for multi-player games, the service uses the affiliate list to prefer to put together players who have given positive feedback on each other. Additionally, in the matchmaking of players for multi-player games the service uses the affiliate list to avoid putting together players where one or both has given negative feedback on the other.
BRIEF DESCRIPTION OF THE DRAWINGS
0009The foregoing summary, as well as the following detailed description of the invention, is better understood when read in conjunction with the appended drawings. For the purpose of illustrating the invention, there is shown in the drawings exemplary constructions of the invention; however, the invention is not limited to the specific methods and instrumentalities disclosed. In the drawings:
0010<figref idref="DRAWINGS">FIG. 1</figref> is a block diagram of an exemplary computer network environment in which aspects of the present invention may be implemented;
0011<figref idref="DRAWINGS">FIG. 2</figref> is a block diagram illustrating an exemplary console that can be incorporated into a network computing environment such as the network computing environment of <figref idref="DRAWINGS">FIG. 1</figref>;
0012<figref idref="DRAWINGS">FIG. 3</figref> is a block diagram illustrating the interaction of a console with the remote service;
0013<figref idref="DRAWINGS">FIG. 4</figref> illustrates the information gathered to build a user profile;
0014<figref idref="DRAWINGS">FIG. 5-7</figref> are example illustrations of a user interface displaying user profile information;
0015<figref idref="DRAWINGS">FIG. 8</figref> illustrates a flow diagram for providing feedback on game players;
0016FIGS. <b>8</b>A-D illustrate an example user interface for providing feedback on game players;
0017FIGS. <b>8</b>E-H illustrate an example user interface for filing complaints about other game players;
0018<figref idref="DRAWINGS">FIGS. 9-12</figref> illustrates a user interface whereby a user can initiate a matchmaking; and
0019<figref idref="DRAWINGS">FIG. 13</figref> illustrates a flow chart of the matchmaking options.
DETAILED DESCRIPTION OF THE INVENTION
0020<figref idref="DRAWINGS">FIG. 1</figref> is diagram of an exemplary computer network that serves to illustrate aspects of the invention. Here computers <b>100</b><i>a</i>-<b>100</b><i>e </i>may host various ones of the computing objects such as games and other applications. Although the physical environment shows the connected devices as computers, such illustration is merely exemplary and may comprise various digital devices such as PDAs, game consoles, etc. Moreover, communications network <b>160</b> may itself comprise a number of computers, servers and network devices such as routers and the like.
0021There is a variety of systems, components, and network configurations that support distributed computing environments. For example, computing systems may be connected together by wireline or wireless systems, by local networks or widely distributed networks. Currently, many of the networks are coupled to the Internet which provides the infrastructure for widely distributed computing and encompasses many different networks. Aspects of the present invention could be usable to distribute computer-readable instructions, code fragments, applications and the like to various distributed computing devices.
0022The network infrastructure enables 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. Thus, in computing, 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. In a client/server architecture, particularly a networked system, a client is usually a computer that accesses shared network resources provided by another computer (i.e., a server). A server is typically a remote computer system accessible over a remote 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.
0023Clients and servers communicate with one another utilizing the functionality provided by a protocol layer. For example, Hypertext-Transfer Protocol (HTTP) is a common protocol that is used in conjunction with the World Wide Web (WWW) or, simply, the “Web.” Typically, a computer network address such as a Uniform Resource Locator (URL) or an Internet Protocol (IP) address is used to identify the server or client computers to each other. Communication among computing devices is provided over a communications medium. In particular, the client and server may be coupled to one another via TCP/IP connections for high-capacity communication.
0024In general, the computer network may comprise both server devices and client devices deployed in a network environment (in a peer-to-peer environment devices may be both clients and servers). Communications network <b>160</b> may be a LAN, WAN, intranet or the Internet, or a combination of any of these that facilitates communication among a number of computing devices <b>10</b><i>a</i>-<b>10</b><i>e</i>. Moreover, communication network <b>160</b> may comprise wireless, wireline, or combination wireless and wireline connections. Additionally, the computer network may comprises a distributed computing environment. In such an environment a computing task may be spread over a number of computing devices that are addressable elements in a computer network.
0025According to an aspect of the invention, communication network <b>160</b> may host a service <b>150</b> that is accessible from the plurality of computers <b>100</b><i>a</i>-<b>100</b><i>e</i>. The service <b>150</b> gathers information and tracks users of computers <b>100</b><i>a</i>-<b>100</b><i>e </i>to provide computing services for all of the users of the service.
0026<figref idref="DRAWINGS">FIG. 2</figref> illustrates the functional components of a multimedia/gaming console <b>100</b> that may be used as the computers <b>100</b><i>a</i>-<b>100</b><i>e </i>in the network of <figref idref="DRAWINGS">FIG. 1</figref>. The multimedia console <b>100</b> has a central processing unit (CPU) <b>101</b> having a level 1 cache <b>102</b>, a level 2 cache <b>104</b>, and a flash ROM (Read Only Memory) <b>106</b>. The level 1 cache <b>102</b> and a level 2 cache <b>104</b> temporarily store data and hence reduce the number of memory access cycles, thereby improving processing speed and throughput. The CPU <b>101</b> may be provided having more than one core, and thus, additional level 1 and level 2 caches <b>102</b> and <b>104</b>. The flash ROM <b>106</b> may store executable code that is loaded during an initial phase of a boot process when the multimedia console <b>100</b> is powered ON.
0027A graphics processing unit (GPU) <b>108</b> and a video encoder/video codec (coder/decoder) <b>114</b> form a video processing pipeline for high speed and high resolution graphics processing. Data is carried from the graphics processing unit <b>108</b> to the video encoder/video codec <b>114</b> via a bus. The video processing pipeline outputs data to an A/V (audio/video) port <b>140</b> for transmission to a television or other display. A memory controller <b>110</b> is connected to the GPU <b>108</b> to facilitate processor access to various types of memory <b>112</b>, such as, but not limited to, a RAM (Random Access Memory).
0028The multimedia console <b>100</b> includes an I/O controller <b>120</b>, a system management controller <b>122</b>, an audio processing unit <b>123</b>, a network interface controller <b>124</b>, a first USB host controller <b>126</b>, a second USB controller <b>128</b> and a front panel I/O subassembly <b>130</b> that are preferably implemented on a module <b>118</b>. The USB controllers <b>126</b> and <b>128</b> serve as hosts for peripheral controllers <b>142</b>(<b>1</b>)-<b>142</b>(<b>2</b>), a wireless adapter <b>148</b>, and an external memory device <b>146</b> (e.g., flash memory, external CD/DVD ROM drive, removable media, etc.). The network interface <b>124</b> and/or wireless adapter <b>148</b> 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 adapter components including an Ethernet card, a modem, a Bluetooth module, a cable modem, and the like.
0029System memory <b>143</b> is provided to store application data that is loaded during the boot process. A media drive <b>144</b> is provided and may comprise a DVD/CD drive, hard drive, or other removable media drive, etc. The media drive <b>144</b> may be internal or external to the multimedia console <b>100</b>. Application data may be accessed via the media drive <b>144</b> for execution, playback, etc. by the multimedia console <b>100</b>. The media drive <b>144</b> is connected to the I/O controller <b>120</b> via a bus, such as a Serial ATA bus or other high speed connection (e.g., IEEE 1394).
0030The system management controller <b>122</b> provides a variety of service functions related to assuring availability of the multimedia console <b>100</b>. The audio processing unit <b>123</b> and an audio codec <b>132</b> form a corresponding audio processing pipeline with high fidelity and stereo processing. Audio data is carried between the audio processing unit <b>123</b> and the audio codec <b>132</b> via a communication link. The audio processing pipeline outputs data to the A/V port <b>140</b> for reproduction by an external audio player or device having audio capabilities.
0031The front panel I/O subassembly <b>130</b> supports the functionality of the power button <b>150</b> and the eject button <b>152</b>, as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of the multimedia console <b>100</b>. A system power supply module <b>136</b> provides power to the components of the multimedia console <b>100</b>. A fan <b>138</b> cools the circuitry within the multimedia console <b>100</b>.
0032The CPU <b>101</b>, GPU <b>108</b>, memory controller <b>110</b>, and various other components within the multimedia console <b>100</b> 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. By way of example, such architectures can include a Peripheral Component Interconnects (PCI) bus, PCI-Express bus, etc.
0033When the multimedia console <b>100</b> is powered ON, application data may be loaded from the system memory <b>143</b> into memory <b>112</b> and/or caches <b>102</b>, <b>104</b> and executed on the CPU <b>101</b>. 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 <b>100</b>. In operation, applications and/or other media contained within the media drive <b>144</b> may be launched or played from the media drive <b>144</b> to provide additional functionalities to the multimedia console <b>100</b>.
0034The multimedia console <b>100</b> 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 <b>100</b> allows one or more users to interact with the system, watch movies, or listen to music. However, with the integration of broadband connectivity made available through the network interface <b>124</b> or the wireless adapter <b>148</b>, the multimedia console <b>100</b> may further be operated as a participant in the larger network community as illustrated in <figref idref="DRAWINGS">FIG. 1</figref>.
0035According to an aspect of the invention, when a game is executed on console <b>100</b>, it provides information to a service operating on communications network <b>160</b>. The service tracks the information for all of the users connected to the service to provide a rich user experience. The service tracks user information across games, consoles, computing devices, etc. By tracking the information for all users of the service, the service can aggregate statistics for all users and measure game playing ability, provide a richer user experience by providing information about friends (e.g., what game they are playing and what skill level they have attained), track user achievements and generally measure statistics for a game aggregated over a large user community.
0036For each user, the service will collect a number of pieces of data (called Profile Data) to build the user profile in every game session—and even after a game session is concluded. In general, the pieces of the service experience that feed profile include: <ul id="ul0001" list-style="none"><li id="ul0001-0001" num="0000"><ul id="ul0002" list-style="none"><li id="ul0002-0001" num="0037"> 1. What the user says about himself or herself (including account set up and the construction of an elaborate personal profile, including the preferred social gameplay “zone”). </li><li id="ul0002-0002" num="0038"> 2. What others say about the user (feedback scores that feed a publicly visible reputation). </li><li id="ul0002-0003" num="0039"> 3. What the games say about the user (game configuration and integration of data that comes out of game play to compute a player's skill, among other things). </li><li id="ul0002-0004" num="0040"> 4. What the system says about the user (time online, aggregates of games played, Friends list, console behavior etc.) </li></ul></li></ul>
0041The system creates a “User Profile,” which serves as a building block for services and applications that aim to create a social community of gamers and grow relationships among players. The User Profile is the entirety of information (e.g., metadata) related to a specific user (i.e., the game player's digital identity). The User Profile is developed from a set of services that collect and expose this information in a meaningful way to the community. The User Profile also provides for personalization such that users can customize and enhance their gaming experience. As will be discussed in greater detail below, the User Profile consists of various components, including, but not limited to, a Gamercard, game achievements, and gamer preferences.
0042Referring to <figref idref="DRAWINGS">FIG. 3</figref>, there is illustrated an overview of an exemplary architecture that may be used to implement the User Profile interaction as well as user interaction with the matchmaking service described more fully herein. The console <b>100</b> interacts with a remote service <b>150</b> that provides services <b>158</b> such as voice/chat, a friends list, matchmaking, content download, roaming, feedback, tournaments, voice messaging, and updates to gamers. The service <b>150</b> also maintains the User Profiles in a profile database <b>162</b> and configuration data <b>164</b> used by the services <b>158</b> and games <b>154</b>. The service <b>150</b> collects User Profiles, aggregates, processes information supplied by other services <b>158</b>, and fulfills real-time client requests for retrieving User Profile-related services. The User Profiles in the database <b>162</b> are also used by the games <b>154</b> to enable, among other things, personalization and customization, etc.
0043Using the console <b>100</b>, the user may interact with a guide <b>156</b>. The guide <b>156</b> provides an interface where the user may navigate to, and enter, various online areas and options provided by the service <b>158</b>. When requesting User Profile information, the game <b>154</b> may pass a unique identifier of a user. The service <b>150</b> may return a Gamercard (discussed below), game stats, game achievements, affiliations, game settings. etc. Additional details of the various aspects of the exemplary architecture are provided below.
0044Referring to <figref idref="DRAWINGS">FIG. 4</figref>, the User Profile <b>166</b> is created when a user creates a profile (selected from the guide <b>156</b>) and chooses his/her unique Gamertag (a user's unique name), tile (picture/avatar associated with the user) other options during an account sign-up phase. From there, a base User Profile <b>166</b> is created. The User Profile <b>166</b> may then be populated from several sources. For example, the User Profile <b>166</b> may include self-described data <b>168</b> from the User Profile owner. Other gamers <b>170</b> can provide feedback regarding the User Profile owner. The service <b>150</b> may track the user's online and offline activity. In addition, the games <b>154</b> may report the user's statistics and game achievements.
0045The owner of User Profile <b>166</b> can edit his/her User Profile <b>166</b> directly and control who can view each section of the User Profile. The User Profile <b>166</b> may be edited via general fields (e.g., tile, country, language, gender, greeting, etc.) and/or system settings (e.g., voice output, controller vibration, character name, game format, game mode, etc.). Privacy/Opt-out Settings can be tuned for the User Profile <b>166</b> to, e.g., restrict presence information only to friends, allow game achievements to be visible to all, etc.
0046The User Profile <b>166</b> may include feedback provided by other players <b>170</b>. Feedback helps others learn about a particular gamer. For example, if the gamer uses foul language or aggressive play in game sessions, other gamers may submit feedback to the service <b>150</b>. The feedback mechanism improves the user experience by building reputations. Players are therefore anonymous (known only by “Gamertag”), but not unknown because of the accumulated feedback.
0047In another aspect of the system, the service <b>150</b> and games <b>154</b> track online and offline activity of users to provide usage statistics in the Gamer Profile <b>166</b>. When a gamer plays online, a particular game title is added to list of games played that is made visible to others. While offline, the game console <b>100</b> and game <b>154</b> track the user's activity via a mechanism for instrumenting games to collect detailed information about a specific player's in-game statistics and accomplishments. The Gamer Profile <b>166</b> is updated during the next connection to the service <b>150</b> to reflect the offline play. Game achievements may be reported to the service <b>154</b> by games via the User Profile data mechanism.
0048Referring to <figref idref="DRAWINGS">FIGS. 5-8</figref>, the Gamer Profile can be viewed in a number of ways and forms, and is typically displayed in the Gamercard <b>172</b>. The Gamercard <b>172</b> is the visual representation of the Gamer Profile <b>166</b> that is available to games on the console <b>100</b> and, e.g., the web. The Gamercard <b>172</b> serves as a summary or snapshot of a player's Gamer Profile <b>166</b>.
0049As shown in <figref idref="DRAWINGS">FIG. 5</figref>, the Gamercard <b>172</b> may be divided into two regions, a base area <b>174</b> and a context-specific (or extended) area <b>176</b>. The base area <b>174</b> is provides a set of Gamer Profile information in a standard and consistent way across multiple contexts, whereas the extended area <b>176</b> may be customized to fit a specific context. Although the Gamercard <b>172</b> of <figref idref="DRAWINGS">FIGS. 5-8</figref> are shown in the context of the guide <b>156</b>, the Gamercard <b>172</b> may be visually separated from the rest of the screen and adopt the background color of the screen it is displayed on. In addition, the Gamercard <b>172</b> may be temporarily replaced by an animation while it is being loaded for viewing.
0050The base area <b>174</b> may be provided in different variants corresponding to differing contexts, while being a consistent view within each context. For example, an online Gamercard <b>172</b> is shown when one player is looking at another player's Gamercard <b>172</b> during an online session. The online base area <b>174</b> includes details such as the player's Gamertag, gamer tile, overall community rating/reputation, gamer Cred (a points-based reward points system), gamer zone, country, membership tier, awards, etc. An offline Gamercard <b>172</b> is shown when a player is looking at his/her own Gamercard <b>172</b>. The offline base area <b>174</b> may include a subset of the online base area and may further include information regarding titles played and time played. The base area <b>174</b> of a Gamercard <b>172</b> is preferably fixed in size, has a consistent, static layout and has a fixed placement of all information elements, such as Tile or Gamer Cred.
0051The extended area <b>176</b> may include a set of Gamercard Actions, such as “View Profile” and “Send Feedback,” etc. The extended area of the Gamercards is preferably not fixed in size, because it may vary based on the context. As shown in <figref idref="DRAWINGS">FIGS. 5-7</figref> a user may scroll through the list of other users via the guide <b>156</b> and a friends list <b>178</b>. The Gamercard for other users may be displayed as the user scrolls among his/her friends or the user may be presented with an option to see a full view of the Gamer Profile. The full view mode consists of different views of the extended area <b>176</b> and may include several sections, such as a Profile Summary, Community Feedback, Game Achievements, Activity, and Social Network. The guide <b>156</b> may advance through the list of friends, recent players (and summary sections for each player), a user home page for navigating to various options and settings, etc.
0052The profile summary includes information regarding number of games played, time played, tile, greeting, etc. The community feedback includes ratings on style, sportsmanship, language, cooperation, etc. The game achievements section includes recent titles, experience points (gamer Cred), time played, game-specific stats and achievements, etc. The activity section includes Gamer Cred earned, sessions played, total time played, active days on the service, etc. The social network includes friends, groups, positive/negative feedback count, etc.
0053Matchmaking and Session: For online, multi-player games, Matchmaking connects a game player to a session. A Match made session is an instance of game play that includes two (2) or more garners playing a game until they either decide to terminate the session or until the session meets its end criteria (as defined by the game). The person who creates the session is the host. Some games are hostless, meaning that the game does not assign any special function to the person who originated the game. In such a case, the originator may, in fact, be a person who was searching for a session with specific criteria and, when it was not found, the game created a session for the person and advertised it for others to match into it. Matchmaking involves joining a session that has, as a minimum, one player already in place. A session is said to be joinable if there are open slots available to the person seeking a slot and the game play has not yet begun (the game is in “lobby” state). Some games that have join in progress sessions will advertise that a session is joinable until every public slot is filled. A gamer makes a Match by selecting “Matchmaking” in a game or in an out-of-game Matchmaking system. The Matchmaking UI may allow a gamer to add some filters to his search for a session (e.g. like specifying a map or difficulty level), or it may push a gamer directly into a search query. In most cases, with or without filters, a gamer is given a session search result which consists of a list of sessions. In the case of a search result, a gamer then selects a session and joins it. Typically, a player then enters a lobby and awaits other players to match into the game before game play begins. In some cases, no search result is shown, and players are dropped instead directly in the lobby of the game that best meets their search criteria.
0054Social Matchmaking with the Affiliates List: When a game player chooses to Matchmake into a session, in the first session he plays, the profile data (including such things as the Gamer Zone and Cred) he has set describing himself is used to “prime the pump” and find the best fellow new gamers to play with. As he continues to play additional session, the game player associates with a group of fellow gamers who become “Recent Players” on the Affiliates List. The service preferably prioritizes playing with Recent Players over strangers in future session, but once a game player give positive feedback, these “positive feedback” people are remembered by the system and are given even higher priority in the Affiliates List. Over time, as a gamer becomes very familiar with a set of players, he invites them to become friends. These friend gainers are given the highest priority.
0055This Matchmaking system will connect people who have similar intent and who share a similar profile to insure that they all have a good time, in and out of game play (but primarily in game play). Matchmaking—with its use feedback and profile data—facilitates people expanding and refreshing their online community with increasingly refined matches over time. Ultimately, Matchmaking will bind people to the service as a safe, secure place to meet new people and create a history of positive experiences.
0056Details on Query-Based Social Matching on User Profile: Several of the aspects of User Profile that surface in a Gamer Card can be used to match a game player to a session. At a high level, according to an aspect of the invention when a game player signs up in the service <b>150</b>, he is asked to select a Gamer Zone that best describes the kind of social environment he prefers to play in. Before the service has other profile data to use, this Gamer Zone is used to match the game player with other players who have selected the same Zone. This match is done by a simple database query looking for Social sessions that contain a majority of players with this same Zone.
0057As time goes on and the service has additional data about each player, this Match query can be improved by averaging multiple key aspects of User Profile (still the Zone, but as time goes on, also Feedback Reputation, skill computed via stats, and his experience defined by Achievements achieved) for each participant in a session. The system then can provide a session “profile” that can be compared with the User Profile of a player seeking a match. The match system can then query this session profile by comparing it to the values in a User Profile of an individual who wishes to join the session. If the match of the User Profile is sufficiently close to the session profile values (sharing the same Zone and within a pre-specified range for each of the numeric values for reputation, skill, and experience), then the user will be shown that session as a Match. If the match comparison is not within the pre-specified ranges, then the user's query will continue on to compare to other sessions'session profiles until a positive result is achieved. NAT type, physical proximity to other players, time played on the system, games played, etc. all are folded in on the back end when a Match search is performed.
0058Details on Social Matchmaking by Network of Affiliates: In addition to Matchmaking based on a query with User Profile, the Social Matchmaking system, in conjunction with the tracking of friends, recent players, and feedback on recent players, builds a network of Affiliates who are prioritized for Match.
0059The Affiliates list is a prioritized list of people for a player, stored in the online service and also cached locally, that includes (1) Friends (i.e. people who the player has invited, and who have accepted the invitation, to a preferred social network that allows exchange of messages and state information), (2) Positive Feedback people (i.e. people about whom the player has given positive feedback), and (3) Recent Players. The Social Matchmaking service always looks first (before conducting the query above) for the presence of Affiliate sessions on the service. If any person on a player's Affiliates list is online and in a joinable session, the service will return that session. If there are multiple Affiliate sessions, the ones with Friends are given priority over those with Positive Feedback People or those with Recent Players. Positive Feedback People are given priority over Recent Players. Additionally, sessions that contain users about whom the person has given negative feedback are given the lowest priority.
0060In accordance with the above, <figref idref="DRAWINGS">FIG. 6</figref> illustrates a list of Recent Players in the guide <b>156</b>. A person is added to a player's Recent Players list when the player has played an online game session with the person. The Gamercard displayed when browsing recent players shows the base area and an extended area that provides information regarding recent games, feedback, and presence of the recent players. FIGS. <b>7</b> illustrate further details that may be obtained about recent players, such as general achievements.
0061Details on Submitting Feedback to Generate Affiliates List and Reputation: Importantly, <figref idref="DRAWINGS">FIGS. 8 and 8</figref>A-<b>8</b>H illustrates a user interface for the feedback mechanism whereby a game player can provide feedback on other game players. Preferably, this feedback options should only be available on a Gamer Card when the viewing player has played with the person before. This feedback information is then used to improve matchmaking results, i.e., indicates whether or not you would want to play with this game player in future games. By giving positive feedback on a game player, that person moves up in priority in that feedback provider's Affiliates list, as described above. Moreover, the feedback affects the reputation of the game player receiving the feedback and may change the group of players with whom the player is group in future games.
0062Such a system allows the community police itself as much as possible while still offering a path to tell the service about serious “bad actors.” The system separates out two paths: (1) peer-to-peer feedback (“Player Reviews”) and complaints to the service and (2) gamer tools to tell each other reasons why they don't like playing each other.
0063An aspect of the invention leverages the feedback system to improve Matchmaking and to build an affiliates list. Preferably the system tracks peer-to-peer feedback and allow a player to give feedback on another player only one time (when they play online together). Preferably, a positive Player Review adds a gamer to the Affiliates list; whereas a negative Player Review adds a gamer to an Affiliates “black list.”
0064Feedback is, then, for the purposes of Matchmaking, the creation of a “one-way” friends list, i.e., a low threshold mechanism to build a list of people you meet again and again. This mechanism is generally transparent except as an improved matchmaking experience. For example, when a game player indicates that he would like to play with a particular game player again, the system tracks that information in a one-way friends list so that the other player doesn't have to be invited or accept an invitation to be on a friends list. Moreover, the other player may not even know his or her status vis-a-vis the player providing the feedback.
0065If a player gives negative feedback on a player, that player moves to an “Avoid” category on the Affiliates List, and for the purposes of Social Matchmaking, all future sessions containing that person will be avoided for the player. The player who received the negative feedback is given a hidden list of players he should avoid so that his session results won't contain players who have chosen to avoid him.
0066Turning to <figref idref="DRAWINGS">FIG. 8</figref>, when a player has joined a game with another player, the service determines that the two players have come together in a session and offers the player the opportunity to provide feedback on the other player from the game (step <b>80</b>). <figref idref="DRAWINGS">FIG. 8A</figref> illustrates a UI wherein the user is offered the opportunity to select a feedback button to provide feedback on the other player. The user is offered the opportunity to select the Player Review button <b>803</b> or the File Complaints button <b>804</b>. If the complaint button is selected then the UI illustrated by card <b>820</b> is provided.
0067A determination is made whether this is the first time that this player has received feedback (step <b>81</b>). If so, the service sets up all of the appropriate initializations for that player to receive feedback. If not, it is determined whether feedback can be given for this player, e.g., by determining whether feedback has previously been provided by the same other player or whether they have ever played together (step <b>82</b>). If the player can receive feedback (i.e. if he has played with the other player), then the service records whether the feedback is positive or negative (whether the feedback provider chooses to increase their chances of playing with the other player or decrease them) (step <b>83</b>). If the player has submitted feedback on the second player before, the player has is provided the opportunity to change the previous entry. As illustrated in <figref idref="DRAWINGS">FIG. 8B</figref>, the player is given a choice to Prefer a player (increase the chances of playing with them again) or to Avoid the player (decrease chances). If Prefer is selected (button <b>808</b>), then the player is added to the feedback providers affiliates list, positive feedback is recorded and the feedback is complete. The feedback is aggregated as part of the player's overall feedback score/reputation.
0068If Avoid (button <b>810</b>) is selected, then the feedback provider is requested to select a feedback category and a specific reason (e.g., the player showed immature behavior under the Game Behavior category, was too good under the player skill category, used disruptive voice under the communication category, and so on) (step <b>84</b>). <figref idref="DRAWINGS">FIG. 8C</figref> provides an illustrative UI that shows a set of reasons in a specific category that may be presented from which a feedback provider may select. <figref idref="DRAWINGS">FIG. 8D</figref> illustrates how the feedback is aggregated into a player's reputation <b>816</b>. Here, player YoyoMama's accumulated negative feedback is shown.
0069Thereafter, the feedback is recorded and the feedback provider is offered the opportunity to also file a complaint (step <b>85</b>). FIGS. <b>8</b>E-H further illustrate the complaint feedback UI. In <figref idref="DRAWINGS">FIG. 8E</figref>, the feedback provider has selected the complaint button <b>804</b> and proceeded directly to filing a complaint by way of screen <b>820</b>. In <figref idref="DRAWINGS">FIG. 8F</figref>, the feedback provider is asked to select a category of complaint to be filed as shown in screen <b>822</b>. The feedback provider is asked to provide a specific reason for the complaint. <figref idref="DRAWINGS">FIG. 8G</figref> illustrates specific reason option topics for filing a complaint in screen <b>824</b>. Finally in the screen <b>826</b> of <figref idref="DRAWINGS">FIG. 8H</figref>, the confirmation of the complaint filing is provided. This complaint system, which focuses on code-of-conduct violations, is separated from the feedback system (which focuses on game play). Any number of complaints may be filed by one player on another because of legal policy requirements. Feedback, however, focuses on building social networks.
0070Calculating Reputation: A player's reputation consists of an aggregation of that player's positive and negative feedback. That aggregation considers all of the following equation: <maths id="MATH-US-00001" num="1"><math overflow="scroll"><mfrac><mrow><mi>U</mi><mo>-</mo><mrow><mo>(</mo><mrow><mi>CN</mi><mo>*</mo><mi>N</mi></mrow><mo>)</mo></mrow><mo>+</mo><mrow><mo>(</mo><mrow><mi>CP</mi><mo>*</mo><mi>P</mi></mrow><mo>)</mo></mrow></mrow><mi>U</mi></mfrac></math></maths>
0071Values in the equation:
0072CN=Tunable constant to determine the importance of negative feedback to a repuation
0073CP=Tunable constant to determine the importance of positive feedback to a repuation
0074U=Total number of unique players the person has played with
0075T=Trust rating, computed by determining the number of times a player gives feedback similar to other people in a session.
0076T=Time decay factor constant
0077N=Negative feedback value, (N<b>1</b>*t+T<b>1</b> through TN), where T<b>1</b> through TN are the trust ratings of each person who has given negative feedback in the most recent session, and N<b>1</b> equals the Negative feedback value prior to the most recent session.
0078P=Positive feedback value, (P<b>1</b>*t+T<b>1</b> through TN), where T<b>1</b> through TN are the trust ratings of each person who has given positive feedback in the most recent session, and P<b>1</b> equals the Positive feedback value prior to the most recent session.
0079Social Matchmaking Interface: <figref idref="DRAWINGS">FIG. 9</figref> illustrates a user interface <b>1310</b> whereby a user can select the type of interaction desired for a particular game. Here for example, the user has selected from within the crimson skies game that he wants to play a skill match with game player of equal or higher skill level. This is not a Social Match. <figref idref="DRAWINGS">FIG. 10</figref> illustrates a similar user interface <b>1310</b> wherein the user has selected the option of playing a Social Match. Additionally, the user has the option of selecting an Optimatch wherein the user selects the specific game criteria or options to use in the selection process. As shown in <figref idref="DRAWINGS">FIG. 11</figref>, when a user selects Optimatch he can specify whether or not he wishes the service to take into account his skill level, gamer zone (e.g., competitive or social), reputation, or language when conducting the Match. This feature allows the player to optimize the Social search criteria according to personal preference. A player may not, however, specify that he wishes to search for sessions skewed far from his own settings. In the case of reputation, for example, it may not be desirable to let a low reputation player single-out high reputation people to play with. <figref idref="DRAWINGS">FIG. 12</figref> illustrates three matches that meet the criteria specified by the user (a similar display would be presented for any one of the above selected match options). The icons with the ×4, ×8, ×2 next to them represent the number of Affiliates in each session.
0080<figref idref="DRAWINGS">FIG. 13</figref> provides an overall flow chart that illustrates the flow of the UI options for matching that are selectable by a player. Initially, at screen <b>1310</b> (which parallels the image show in <figref idref="DRAWINGS">FIGS. 9 and 10</figref>), the user is presented with a variety of matchmaking options. The player could simply select the option of playing a “casual” social game and letting the system provide the matching set of game players at step <b>1320</b> and as described above. In that instance, a set of user would be selected based on affiliates, most recently played, etc. Thereafter, the user would be presented with a screen <b>1322</b> containing a variety of session that matched. After the user selects one of the sessions, he would go to lobby <b>1324</b> and wait for the game session to be started.
0081Similarly, at screen <b>1310</b>, the player could select a ranked or skill-based game and move to screen <b>1326</b>. At that screen, the player would then select whether the game should be head-to-head, team, etc. That would preferably allow only skill based players at step <b>1328</b> to enter the lobby <b>1324</b> to wait for the game session to be started. Alternatively, the player could select the option matching from the main screen <b>1310</b> and go to screen <b>1332</b> to enter match options. Thereafter, a set of matching game session would be presented at screen <b>1334</b> from which the player could select and again go to lobby <b>1324</b>.
0082Additionally, the player could, instead of joining a session created by another user, elect to host a game session by specifying the criteria for joining the session as indicated by screen <b>1336</b>. Thereafter, the player would wait in the lobby for other players that joined the game session, e.g., by selecting the proper criteria from the matchmaking system.
0083While the present invention has been described in connection with the preferred embodiments of the various Figs., it is to be understood that other similar embodiments may be used or modifications and additions may be made to the described embodiment for performing the same function of the present invention without deviating therefrom.
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Numbers
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- 20060247055
- Publication, DOCDB
- 2006247055
- Publication, EPODOC
- US2006247055
- Application
- 11110017
- Application, DOCDB
- 11001705
- Application, EPODOC
- US20050110017
Titles
- English
- System and method for providing feedback on game players and enhancing social matchmaking
Classification
- CPC, 11
- A63F13/12
- G06Q50/10
- A63F13/795
- A63F2300/5546
- A63F2300/5586
- G07F17/32
- G07F17/3262
- A63F13/30
- G06Q30/06
- A63F9/24
- A63F13/335
- IPC, 2
- A63F9 24
- G06Q50 00
- USPC, 1
- 463042000