Systems and methods that enable player matching for multi-player online games
Claim Score by NHIP
Abstract
The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable a spectator's experience for online active games. In a preferred embodiment, an online multiuser game system includes a user matching system configured to match users for a game session, wherein the user matching system is enabled to match a first user with another user based at least in part on behavior data in the first user's profile.

Term
6.4 yearsto projected expiry
Projected expiry 5 March 2033, counted from filing; an application has no term until it is granted.
- Priority and filed
- Published
- Today
- Projected expiry
15 claims: 2 independent, 13 dependent
- 1An online multiuser game system, comprising:an online game session server system communicatively coupled to a public network for access by a plurality of users to establish a plurality of real-time interactive games sessions;a user profile database coupled to the online game session server system including a profile for each of the plurality of users, wherein the profile of a first user includes behavior data defined by a second user;and a user matching system coupled to the online game session server system and the user profile database and configured to match users for a game session, wherein the user matching system is configured to match the first user with another user based at least in part on the behavioral data in the first user's profile.
- 9Broadest claimClaim Score 62, broad(NHIP)A computer implemented method for matching players of an online multiuser game system, comprising:enabling the players to establish a plurality of real-time interactive game sessions with the online multiuser game system over a public network;storing behavior data for a first player defined by a second player in a user profile database coupled to the online multiuser game system;retrieving the behavior data for each player logged into the online multiuser game system and storing said behavior data in an in-memory system;and matching the first player to another player based at least in part on the first user's behavioral data retrieved from the in-memory system.
Independent claims2
59 paragraphs in 5 sections, as filed
FIELD OF THE INVENTION
p-0002The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable matching of players for online active games.
BACKGROUND OF THE INVENTION
p-0003In large multi-player online games, it is common for players to be matched randomly with other players. For example, in one popular multiplayer online game, League of Legends from Riot Games (www.leagueoflegends.com), with a base of millions of active users, a first player may opt to be matched with a group of other players unknown to the first player for a particular game. In such a scenario, the first player's experience (positively or negatively) may be dictated by how the other players behave during the game. For instance, other players may play aggressively, which an experienced player may enjoy but a novice player may not. There are systems that attempt to match players based on skill level and experience, but such characteristics may not be accurate predictors of whether the players in a particular game will have an enjoyable experience.
p-0004Accordingly, systems and methods to enable an improved player match system would be desirable.
SUMMARY OF THE INVENTION
p-0005The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable a spectator's experience for online active games.
p-0006In a preferred embodiment, an online multiuser game system includes an online game session server system communicatively coupled to a public network for access by a plurality of users to establish a plurality of real-time interactive games sessions and a user profile database including a profile for each of the plurality of users, wherein the profile of a first user includes behavior data defined by a second user. The system further includes a user matching system coupled to the online game session server system and configured to match users for a game session, wherein the user matching system is enabled to match the first user with another user based at least in part on the behavioral data in the first user's profile.
p-0007Other systems, methods, features and advantages of the invention will be or will become apparent to one with skill in the art upon examination of the following figures and detailed description. It is intended that all such additional systems, methods, features and advantages be included within this description, be within the scope of the invention, and be protected by the accompanying claims.
BRIEF DESCRIPTION OF THE DRAWINGS
p-0008In order to better appreciate how the above-recited and other advantages and objects of the inventions are obtained, a more particular description of the embodiments briefly described above will be rendered by reference to specific embodiments thereof, which are illustrated in the accompanying drawings. It should be noted that the components in the figures are not necessarily to scale, emphasis instead being placed upon illustrating the principles of the invention. Moreover, in the figures, like reference numerals designate corresponding parts throughout the different views. However, like parts do not always have like reference numerals. Moreover, all illustrations are intended to convey concepts, where relative sizes, shapes and other detailed attributes may be illustrated schematically rather than literally or precisely.
p-0009<figref idrefs="DRAWINGS">FIG. 1</figref><i>a </i>is an exemplary diagram of a multiuser online game system known in the art;
p-0010<figref idrefs="DRAWINGS">FIG. 1</figref><i>b </i>is an exemplary user interface known in the art;
p-0011<figref idrefs="DRAWINGS">FIG. 1</figref><i>c </i>is an exemplary diagram of a game session server known in the art;
p-0012<figref idrefs="DRAWINGS">FIG. 1</figref><i>d </i>is another exemplary user interface known in the art;
p-0013<figref idrefs="DRAWINGS">FIG. 2</figref> is an exemplary diagram of a multi-user online game system in accordance with a preferred embodiment of the present invention;
p-0014<figref idrefs="DRAWINGS">FIG. 3</figref> is an exemplary diagram of a player matching server in accordance with a preferred embodiment of the present invention;
p-0015<figref idrefs="DRAWINGS">FIG. 4</figref> is an exemplary user interface in accordance with a preferred embodiment of the present invention;
p-0016<figref idrefs="DRAWINGS">FIG. 5</figref> is an electronic process enabling monitoring of user feedback data for multiuser online games in accordance with a preferred embodiment of the present invention;
p-0017<figref idrefs="DRAWINGS">FIG. 6</figref> is another user interface in accordance with a preferred embodiment of the present invention;
p-0018<figref idrefs="DRAWINGS">FIG. 7</figref> is an electronic process enabling player matching in accordance with a preferred embodiment of the present invention;
p-0019<figref idrefs="DRAWINGS">FIG. 8</figref> is another electronic process enabling player matching in accordance with a preferred embodiment of the present invention;
p-0020<figref idrefs="DRAWINGS">FIG. 9</figref> is another electronic process enabling player matching in accordance with a preferred embodiment of the present invention; and
p-0021<figref idrefs="DRAWINGS">FIG. 10</figref> is another electronic process enabling player matching in accordance with a preferred embodiment of the present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
State of the Art Systems
p-0022Turning to <figref idrefs="DRAWINGS">FIG. 1</figref><i>a</i>, a large multiuser online game system <b>100</b> over a public network <b>1050</b>, such as the Internet, is shown. An example of such a game system <b>100</b> known in the art is League of Legends (www.leagueoflegends.com). League of Legends is a session-based, multiplayer online battle-arena game where rival teams compete against one another for victory on highly stylized battlefields and landscapes.
p-0023Users can install a League of Legends game client on their personal computing device <b>110</b> to establish a game session over the public network <b>1050</b> with the game system's <b>100</b> datacenter <b>130</b>, which provides the real-time online game interaction with the plurality of users <b>110</b>.
p-0024Turning to <figref idrefs="DRAWINGS">FIG. 1</figref><i>b</i>, an example game client <b>110</b> user interface <b>120</b> is shown. In online games such as League of Legends, each user is generally represented by a personalized graphical avatar in the user interface <b>120</b>, also referred to as “champion,” (shown as “X” in this example), and the game client <b>110</b> user interface <b>120</b> may show the logical position of one user's avatar, X User <b>1</b>, relative to another, X User <b>2</b> and X User <b>3</b> within a virtual landscape. The game client <b>110</b> user interface <b>120</b> may also include a chat interface (“Chat Room”) that enables participating users to communicate with one another beyond interactions with the avatars (Xs).
p-0025The datacenter <b>130</b> includes a plurality of server systems operating on a plurality of server machines communicatively coupled to each other via the public network <b>1050</b> and/or a secure virtual private network (not shown). The server machines each include one or more processors, memory, an operating system, an input/output interface and network interface all known in the art. In accordance with a preferred embodiment, the datacenter <b>130</b> includes, among other things, a game session server system <b>140</b>.
p-0026Turning to <figref idrefs="DRAWINGS">FIG. 1</figref><i>c, </i>a more detailed diagram of a game session server system <b>140</b> known in the art is shown. The game session server system <b>140</b> provides the game interaction with the users' game client <b>110</b> via the game client interface <b>143</b>, which is generally an application interface known in the art accessible over the public network <b>1050</b> by the game client <b>110</b>, e.g., in a traditional client server model. A game engine <b>142</b> coupled to the game client interface <b>143</b> is included to manage the interaction between the plurality of users <b>110</b> and the game system <b>100</b>. The game session server system <b>140</b> further includes a chat engine <b>144</b> known in the art that enables the various users <b>110</b> participating in a particular game session to communicate with each other via text messages. Audio, pictures, and multimedia may also be exchanged with the chat engine <b>1440</b>. Both the game engine <b>142</b> interactions as well as the chat messages exchanged can be recorded and stored in a game files database <b>141</b>. This enables, among other things, replay and history analysis by not only the users but also the administrator and other systems.
p-0027Turning to <figref idrefs="DRAWINGS">FIG. 1</figref><i>d</i>, in game system <b>100</b>, when a user joins a game, the user must be matched with other users to team up with and/or compete against. Options for how the user is matched up with others can be displayed, as shown in the user interface <b>210</b>. A user can specifically select its teammates and/or opponents (Draft Pick), or the user can allow the system <b>100</b> to select teammates and/or opponents from a list of active users who have selected the same option (Blind Pick or Rank Pick). In Rank Pick, the system <b>100</b> may match the user with other participants with similar experience and/or skill level. In Blind Pick, the match may be random. With Blind and Rank Pick, the user may or may not know who the other participants are, and thus, the user experience may be unpredictable.
Preferred Systems
p-0028Turning to <figref idrefs="DRAWINGS">FIG. 2</figref>, an online multi-user game system <b>1000</b> in accordance with a preferred embodiment of the present invention is shown. The system <b>1000</b> provides an improved player match system as will be described below. System <b>1000</b> includes a datacenter <b>1300</b> having a game session server system <b>140</b> as described above. The system <b>1000</b> also includes game clients <b>110</b> configured to access data center <b>1300</b> over the public network as described above. In accordance with a preferred embodiment, the system <b>1000</b> further includes a player matching server <b>1100</b> operatively coupled to the game session server system <b>140</b> that matches a player with other active players to form teams and opponents for a particular game session, using the systems and methods described below.
p-0029Turning to <figref idrefs="DRAWINGS">FIG. 3</figref>, a detailed diagram of a player matching server <b>1100</b> is shown. The player matching server <b>1100</b> includes an interface <b>1120</b> to the game session server <b>140</b>. As will be described in more detail below, the interface <b>1120</b> receives feedback for a particular user from the game session server <b>140</b> to store in a user profile database <b>1110</b> as behavioral data for the particular user. The database <b>1110</b> may be implemented with technology known in the art, such as relational database and/or object oriented database technology known in the art. The player matching server <b>1100</b> also includes a player matching engine <b>1130</b> that matches players to form teams and opponents for a particular game session, as will be described in more detail below. The player matching engine <b>1130</b> is coupled to the user profile database <b>1110</b> and the game session server interface <b>1120</b>.
Preferred Processes
p-0030Generally, when a player desires to have the system <b>1000</b> select its teammates and opponents for a particular game session (e.g., blind pick), in an attempt to ensure a positive experience for that player, the player matching server <b>1100</b> attempts to match that player with other players that may be compatible. This compatibility may include comparable skill and experience levels, but a more accurate assessment may require more data points. For example, a player may demonstrate and/or explicitly express a preference for aggressive players and/or team oriented players. In a preferred embodiment, such behavioral characteristics may be recorded and stored within the system <b>1000</b> and utilized to match potentially compatible players.
Generating, Reporting, and Storing Behavior Data
p-0031Turning to <figref idrefs="DRAWINGS">FIG. 4</figref>, a user interface <b>1150</b> provided by the system <b>1000</b> after a game session is shown. The user interface <b>1150</b> allows a user to identify one or more other users and identify the type of behavior exhibited during that game. For example, the one or more other users may have demonstrated behavior such as friendliness (e.g., a user who demonstrated sportsman-like conduct and would be someone a user would enjoy playing with again), helpfulness (e.g., a user who helped another user learn more about skills, items, champions or strategies in the game), or team oriented behavior (e.g., a user who communicated well with the team and maintained a positive attitude throughout the match, or who was a leader that united the team towards a common goal through great communication and leadership). For opponents, a user may have witnessed a user on an opposing team playing honorably (e.g., a user who was a great sport, who showed positive interactions between teams and who was admired as an opponent.).
p-0032Other behavior may include aggressive behavior, or a user may have used offensive language and negative personal comments in the chat session. A user may have also displayed unsportsmanlike conduct (e.g., a user may refuse to cooperate with its team or may assist the opposing team unethically, or may otherwise break ethical codes). A user may be using an ID with an inappropriate name. Another discrete behavior exhibited may be standing idle for long periods of time and refusing to participate in the match, which is often referred to as “AFK.”
p-0033Not only can a user identify a pre-specified behavior as feedback to send to the system <b>1000</b>, and the player matching server system <b>1100</b>, but the user can also provide a rating value, e.g., a score between 1 and 5, where 1 is for negative behavior and 5 is for positive behavior. The user can also add comments and also “commend” a player as will be described in more detail below. Other systems and methods for providing feedback are further described in U.S. patent application Ser. No. 13/424,670, entitled “Systems and Methods for User-Based Arbitration and Peer Review for Online Multiuser Systems,” to Steve Mescon (“Mescon Application”), which is hereby incorporated by reference in its entirety.
p-0034Turning to <figref idrefs="DRAWINGS">FIG. 5</figref>, a flowchart <b>2000</b> illustrating an operation of the player matching server <b>1100</b> is shown to collect the behavior data, e.g., from the user interface <b>1150</b> described above. The player matching server <b>1100</b> monitors game session server interface <b>1120</b> for feedback data such as that described above (Action Block <b>2100</b>), and if such data is received (Decision Block <b>2200</b>), the data is stored in the user profile database <b>1110</b> with the user ID that the feedback is directed to (Action Block <b>2300</b>).
p-0035As one of ordinary skill in the art would appreciate, a first user's profile in database <b>1110</b> may contain feedback information that the first user has received, e.g., from another player, and feedback information that the first user itself generated and reported. For instance, if the first user generated a report with feedback for another user, the first user's profile may include: <ul><li id="ul0001-0001" num="0000"><ul><li id="ul0002-0001" num="0035">Skill level (e.g., the first user's objective demonstration of competence in one or more games played) and experience (e.g., how many years/months/games the first user has played);</li><li id="ul0002-0002" num="0036">Details of each game, e.g., mode and map, related to the first user's report(s);</li><li id="ul0002-0003" num="0037">The details of the report or feedback generated;</li><li id="ul0002-0004" num="0038">The number of times and frequency that the first user submits reports or generates feedback;</li><li id="ul0002-0005" num="0039">Accuracy of the first user's reports, e.g., whether other users have generated consistent or inconsistent feedback for the same user reported, particularly for the same game.</li></ul></li></ul>
p-0036For a first user that has received feedback and/or reports from other users, the profile may include: <ul><li id="ul0003-0001" num="0000"><ul><li id="ul0004-0001" num="0041">Skill level and experience;</li><li id="ul0004-0002" num="0042">Details of each game related to the feedback or report;</li><li id="ul0004-0003" num="0043">If the feedback is negative, then a harassment score of the first user may be stored, the details of which are described in the Mescon Application, incorporated by reference;</li><li id="ul0004-0004" num="0044">For positive feedback, current values for each commendation/positive report type (preferably, commendation counts from draft picked teammates are separated from those from blind picked teammates to account for bias in the aggregate commendation score).</li></ul></li></ul>
p-0037To limit the players' ability to abuse the reporting system, certain restrictions in reporting and scoring may be implemented. For instance, for positive commendations, a quota for how many commendations that a user may give may be implemented, e.g., (N*3)+30, where N is the number of games played. Thus, for example, a player may start with 30 available commendations and then may accrue 3 additional commendations per game played. This means that a player can play 30 straight games and commend every single teammate in each game before reaching quota. If quota is reached, then the user can increase available commendations by playing more games. Other restrictions may include: <ul><li id="ul0005-0001" num="0000"><ul><li id="ul0006-0001" num="0046">A user can promote any number of players on a team and choose any commendation type.</li><li id="ul0006-0002" num="0047">A user can promote any number of players on an opposing team, but there is only one</li></ul></li></ul>
p-0038“Honorable Opponent” option. <ul><li id="ul0007-0001" num="0000"><ul><li id="ul0008-0001" num="0049">A user cannot promote itself.</li><li id="ul0008-0002" num="0050">A user cannot positively commend and negatively report a player.</li><li id="ul0008-0003" num="0051">A positive commendation from a draft picked teammate may be weighted less than a blind pick teammate to account for bias.</li><li id="ul0008-0004" num="0052">Mutual positive commendations may include an extra identifier, but if the mutual commendations came from draft picked teammates, such a mutual positive commendation may be weighted less than a blind picked teammate to account for bias.</li><li id="ul0008-0005" num="0053">The restrictions on negative reports are described in detail in the Mescon Application, incorporated by reference.</li><li id="ul0008-0006" num="0054">If a player of a draft picked team negatively reports a blind picked player, the report may be weighted less if multiple players from the draft picked team target the same blind picked player.</li></ul></li></ul>
Player Matching Based on Behavior Data
p-0039As mentioned above, it may be desirable to improve a user experience by matching players with compatible teammates and opponents. Such compatibility may be calculated not only by traditional characteristics such as skill level and experience, but also by behavior data such as the feedback data described above. Turning to <figref idrefs="DRAWINGS">FIG. 6</figref>, a user interface <b>1160</b> is provided that gives the user the option to actively select player matches based, at least in part, on behavior data, e.g., “Social Pick.” Additionally, or in the alternative, the match system, e.g., player matching server <b>1100</b>, may be employed by the systems' <b>1000</b> existing options, such as “Blind Pick” or “Rank Pick” by default without the user's knowledge.
p-0040Turning to <figref idrefs="DRAWINGS">FIG. 7</figref>, a flowchart <b>3000</b> illustrating another operation of the player matching server <b>1100</b> is shown. The player matching server <b>1100</b> will monitor the interface <b>1120</b> for a request from the game session server <b>140</b> to match players together to form teams and opponents for a particular game session (Action Block <b>3100</b>). When a request is received, e.g., via interface <b>1120</b> (Decision Block <b>3200</b>), the matching engine <b>1130</b> queries the user profile database <b>1110</b> for available behavior data for active players to assess compatibility (Action Block <b>3300</b>). Using approaches described below, the matching engine <b>1130</b> creates player matches for teams and opponents for a particular game session (Action Block <b>3400</b>), and transmits the matches to the game session server <b>140</b> (Action Block <b>3500</b>) to initiate a game session with the matched players.
p-0041At Action Block <b>3400</b>, turning to <figref idrefs="DRAWINGS">FIG. 8</figref>, one electronic process <b>4000</b> to create player matches for teams and opponents is shown <b>4000</b>. In this process <b>4000</b>, the behavior data in database <b>1110</b> are filtered in to a number of pre-defined personality categories, e.g., Leaders, Teammates, Mentors, and Verbal Aggressors (Action Block <b>4100</b>). A score may be generated for each active user at each category, and each category may have a pre-defined threshold. For example, a player with a high “Leader” score will have received over 500 positive commendations (e.g., by players using the interface <b>1150</b> in <figref idrefs="DRAWINGS">FIG. 4</figref>) over the player's lifetime with at least 25% Friendly Commendations, 25% Helpful Commendations, and 25% Team Oriented Commendations. A player with a high “Teammate” score will have received over 500 positive commendations with at least 25% Friendly Commendations and 25% Team Oriented Commendations. A player with a high “Mentor” score will have received over 500 commendations with at least 40% Friendly Commendations and 40% Helpful Commendations. Further, a player with a high “Verbal Aggressor” score may include over 50 negative reports, such as those shown in Mescon Application, with at least 25% of the reports being related to Verbal Abuse and 25% of the reports being related to Offensive Language.
p-0042In system <b>1000</b>, the player matching engine <b>1130</b> at Action Block <b>3400</b> may dynamically match players based on personality scores, such as those described above (Action Block <b>4200</b>). For example, the player matching engine <b>1130</b> may create a 5 player team that includes at least one player with a high Leader score and the remaining 4 players who have high Teammate scores in accordance with the formulas above.
p-0043In another embodiment, a player may select a “Coach Mode” pick. With this mode, players who have high Mentor scores can be matched with novice players having low skill and experience levels. Novice players can provide feedback on the Mentors through the approaches described above, e.g., with interface <b>1150</b> in <figref idrefs="DRAWINGS">FIG. 4</figref>, allowing the Mentors to potentially unlock rewards, as will be described below. In a preferred embodiment, novice players and Mentors are anonymous to each other when they first meet but can introduce each other's user IDs if they desire.
p-0044Turning to <figref idrefs="DRAWINGS">FIG. 9</figref>, another process <b>5000</b> is shown for action block <b>3400</b>. In this process <b>5000</b>, the player matching engine <b>1130</b> may utilize the commendation link that a user can create using the “Commendation” button shown in <figref idrefs="DRAWINGS">FIG. 4</figref> (Action Block <b>5100</b>). A first player may select that button to associate with another player if that other player provided a generally positive experience during a game session they participated in. A commendation link or vector that identifies the player that initiated the commendation and the player that received it is stored with their respective user profiles in database <b>1110</b> as behavior data. This link or vector can be used by the player matching engine <b>1130</b> as behavior data to create matches for teams and opponents in subsequent games (Action Block <b>5200</b>). One approach is to assess “degrees” of connections between two potential players based on the vectors as follows: <ul><li id="ul0009-0001" num="0000"><ul><li id="ul0010-0001" num="0061">First degree: two players mutually commended each other in one or more previous games</li><li id="ul0010-0002" num="0062">Second degree: a first player commended a second player</li></ul></li></ul>
p-0045From these calculations, additional degrees can be assessed: <ul><li id="ul0011-0001" num="0000"><ul><li id="ul0012-0001" num="0064">Second degree: if a second player that a first player commended also mutually commends a third player (i.e., the second and third player mutually commended each other in one or more previous games), then the first and third player have a second degree connection.</li><li id="ul0012-0002" num="0065">Third degree: <ul><li id="ul0013-0001" num="0066">If a second player that a first player commended commends a third player, then the first and third players have a third degree connection.</li><li id="ul0013-0002" num="0067">If a second player who has a second degree connection with a first player, and that second player mutually commends a third player, then first and third player will also have a third degree connection.</li></ul></li></ul></li></ul>
p-0046With these vectors in the database <b>1110</b>, the player matching engine <b>1130</b> may query the database <b>1110</b> for players that have a first degree connection with the first player, followed by second and third degree connections if the first degree connections have been exhausted. If all such connections have been exhausted, then random shuffling or prior approaches may be employed.
p-0047In a preferred embodiment, the matching approaches described above can be performed in conjunction with “Rank Pick” as well. An example process <b>6000</b> is shown in <figref idrefs="DRAWINGS">FIG. 10</figref>. Players are first placed in a pool of other players that have comparable skill and experience levels (Action Block <b>6100</b>). Then, from that pool of players, the players are matched based at least in part on their behavior data in database <b>1110</b> in accordance with one or more of the approaches described above (Action Block <b>6200</b>).
p-0048In a system <b>1000</b> having millions of active players at any given time, the matching system described above <b>1100</b> may involve millions of data points to calculate. Thus, in a preferred embodiment, when a user logs in to join a game, the user's behavior data is immediately cached into an in-memory system database known in the art for fast access and a compatibility matrix is maintained to account for all of the players online in cached memory for fast calculations to enable seamless matching.
Commendation Rewards System
p-0049As described in the Mescon Application, incorporated by reference, in an effort to encourage or discourage certain behavior and interactions, a punishment and rewards system may be implemented based on peer review. With regard to the reward system, the commendation and behavior data described above may not only be utilized for player matching, but such data may also be utilized for implementing a reward system in accordance with the peer review system described in the Mescon Application. For example, reward badges (reflected as graphical icons for a players' view) may be issued by the system <b>1000</b> reflecting demonstration of being a great mentor, great sport, and/or great teammate. For opponents, a badge for being an honorable opponent may be issued. If an icon is displayed, a user may select the icon for details on how the badge was rewarded.
p-0050In calculating these rewards, like above, commendations from a Draft Picked player may be weighted less than a commendation from a Blind Picked player. Moreover, a decay may be implemented, where points are reduced when additional games are played to motivate players to continue with the positive behavior rather than cease when a plateau has been reached.
p-0051With such systems, the systems <b>1000</b> may enable a player to access certain behavior data associated with its user profile. For example, a player may be able to view its behavior data in the aggregate, e.g., the total number of type of commendations received. However, a certain amount of anonymity may be desirable to maintain the integrity of the player feedback systems, and thus, a player may be precluded from viewing the specific data and thresholds that determine whether a reward is granted to the player and/or the identity of the player(s) that initiated the feedback data.
p-0052Moreover, in a preferred embodiment, commendation numbers may not updated for a player's view until after a game session. However, if a reward is provided, e.g., a great teammate reward, the badge is issued immediately
p-0053If a player has been punished in accordance with the systems described in the Mescon Application, such rewards and badges may be removed.
p-0054In the foregoing specification, the invention has been described with reference to specific embodiments thereof. It will, however, be evident that various modifications and changes may be made thereto without departing from the broader spirit and scope of the invention. For example, the reader is to understand that the specific ordering and combination of process actions described herein is merely illustrative, and the invention may appropriately be performed using different or additional process actions, or a different combination or ordering of process actions. For example, this invention is particularly suited for online gaming systems; however, the invention can be used for any multi-user online system in general. Additionally and obviously, features may be added or subtracted as desired. Accordingly, the invention is not to be restricted except in light of the attached claims and their equivalents.
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| JP2018171251A | Cited by | Japan | Search report |
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| US2024342618A1 | Cited by | United States of America | Search report |
| US11052311B2 | Cited by | United States of America | Applicant |
| US10398986B1 | Cited by | United States of America | Applicant |
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| US2023001309A1 | Cited by | United States of America | Search report |
| US12427429B2 | Cited by | United States of America | Search report |
| EP4363068A4 | Cited by | European Patent Office (EPO) | Search report |
| US2023013659A1 | Cited by | United States of America | Search report |
| US2012311031A1 | Cited by | United States of America | Pre-grant |
| US11574524B2 | Cited by | United States of America | Applicant |
| US2009170604A1 | Cites | United States of America | Pre-grant |
| US2010083112A1 | Cites | United States of America | Pre-grant |
| US2011212770A1 | Cites | United States of America | Pre-grant |
| US7451161B2 | Cites | United States of America | Pre-grant |
| US7677970B2 | Cites | United States of America | Pre-grant |
| Enisa (Virtual Worlds, Real Money, Security and Privacy in Massively-Multiplayer Online Games and Social and Corporate Virtual Worlds, 80 pages, November 2008, European Network and information security Agency) . | Non-patent | – | Pre-grant |
7 members in 2 offices; this record represents the family
Members7
| Document | Office | Kind | |
|---|---|---|---|
| US2014025732A1 | United States of America | A1 | |
| WO2014014840A1 | World Intellectual Property Organization (WIPO) | A1 | |
| US9795887B2 | United States of America | B2 | |
| US2018126281A1 | United States of America | A1 | |
| US11065547B2 | United States of America | B2 | |
| US2022219089A1 | United States of America | A1 | |
| US11865460B2 | United States of America | B2 |
109 transactions on the USPTO file
Allowed after 4 non-final rejections, 3 final rejections and 3 RCEs.
- Non-final rejections
- 4
- Final rejections
- 3
- RCEs
- 3
- Appeals
- 0
Over time
Point at a mark for the transactionTransactions
| Event | Code | |
|---|---|---|
| Payment of Maintenance Fee, 8th Year, Large EntityM1552 | M1552 | |
| Payment of Maintenance Fee, 4th Year, Large EntityM1551 | M1551 | |
| Change in Power of Attorney (May Include Associate POA)PA.. | PA.. | |
| Correspondence Address ChangeC.AD | C.AD | |
| Recordation of Patent Grant MailedPGM/ | PGM/ | |
| Patent Issue Date Used in PTA CalculationAllowedPTAC | PTAC | |
| Email NotificationEML_NTR | EML_NTR | |
| Issue Notification MailedAllowedWPIR | WPIR | |
| Dispatch to FDCD1935 | D1935 | |
| Application Is Considered Ready for IssuePILS | PILS | |
| Issue Fee Payment VerifiedN084 | N084 | |
| Issue Fee Payment ReceivedIFEE | IFEE | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Notice of AllowanceAllowedMN/=. | MN/=. | |
| Notice of Allowance Data Verification CompletedAllowedN/=. | N/=. | |
| Reasons for AllowanceEX.R | EX.R | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Disposal for a RCE / CPA / R129AbandonedABN9 | ABN9 | |
| Request for Continued Examination (RCE)RCEX | RCEX | |
| Workflow - Request for RCE - BeginBRCE | BRCE | |
| Email NotificationEML_NTR | EML_NTR | |
| Mail Advisory Action (PTOL - 303)MCTAV | MCTAV | |
| Advisory Action (PTOL-303)CTAV | CTAV | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Final ActionA.NE | A.NE | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Request for Extension of Time - GrantedXT/G | XT/G | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Disposal for a RCE / CPA / R129AbandonedABN9 | ABN9 | |
| Request for Continued Examination (RCE)RCEX | RCEX | |
| Request for Extension of Time - GrantedXT/G | XT/G | |
| Workflow - Request for RCE - BeginBRCE | BRCE | |
| Email NotificationEML_NTR | EML_NTR | |
| Mail Advisory Action (PTOL - 303)MCTAV | MCTAV | |
| Advisory Action (PTOL-303)CTAV | CTAV | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Final ActionA.NE | A.NE | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Mail Interview Summary - Applicant Initiated - TelephonicMEXAT | MEXAT | |
| Interview Summary- Applicant InitiatedEXIA | EXIA | |
| Interview Summary - Applicant Initiated - TelephonicEXAT | EXAT | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Disposal for a RCE / CPA / R129AbandonedABN9 | ABN9 | |
| Request for Continued Examination (RCE)RCEX | RCEX | |
| Workflow - Request for RCE - BeginBRCE | BRCE | |
| Email NotificationEML_NTR | EML_NTR | |
| Mail Advisory Action (PTOL - 303)MCTAV | MCTAV | |
| Advisory Action (PTOL-303)CTAV | CTAV | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Final ActionA.NE | A.NE | |
| PILOT- Request for After Final Consideration ProgramRAFC | RAFC | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Email NotificationEML_NTR | EML_NTR | |
| PG-Pub Issue NotificationPG-ISSUE | PG-ISSUE | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Information Disclosure Statement (IDS) FiledM844 | M844 | |
| Reference capture on IDSRCAP | RCAP | |
| Information Disclosure Statement consideredIDSC | IDSC | |
| Information Disclosure Statement (IDS) FiledWIDS | WIDS | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Application Dispatched from OIPEOIPE | OIPE | |
| Application Is Now CompleteCOMP | COMP | |
| Email NotificationEML_NTR | EML_NTR | |
| Filing Receipt - UpdatedFLRCPT.U | FLRCPT.U | |
| Sent to Classification ContractorPGPC | PGPC | |
| Additional Application Filing FeesADDFLFEE | ADDFLFEE |
4 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Maintenance fee paymentMAFP | MAFP | |
| Maintenance fee paymentMAFP | MAFP | |
| Information on status: patent grantGrantedPATENTED CASESTCF | STCF | |
| AssignmentAS | AS |
Numbers
- Publication
- 20140025732
- Application
- 13551338
Titles
- English
- SYSTEMS AND METHODS THAT ENABLE PLAYER MATCHING FOR MULTI-PLAYER ONLINE GAMES
Patent term adjustment
- A delay
- +286 daysthe office missed an examination deadline
- Applicant delay
- −55 days
- Net adjustment
- 231 days
Classification
- CPC, 4
- A63F13/795
- H04L67/306
- A63F13/798
- A63F13/75
- IPC, 1
- G06F15 16