Nova Patents
USRE48700E

Method for ladder ranking in a game

Claim Score by NHIP

Read claim 12, the broadest

Abstract

Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server.

USRE48700E, drawing sheet 1
Sheet 1 of 8

Term

Term ended

Expired 4 February 2023, 3.6 years ago.

  1. Priority and filed
  2. Granted
  3. Expired
  4. Today

53 claims: 6 independent, 47 dependent

  1. 1
    A method for ladder ranking in a game application, comprising:receiving a request for a ladder ranking list from a player having a user account registered with the game application, wherein the game application is associated with a plurality of registered user accounts and the request for the ladder ranking list includes one or more game performance metrics identified by the player;executing instructions stored in memory, wherein execution of the instructions by a processor: retrieves game performance data from all user accounts registered with the game application, the game performance data stored at an application server;sorts all user accounts registered with the game application based on the stored game performance data;and generates a ladder ranking list including all sorted registered user accounts based on the one or more game performance metrics.
  2. 9
    A system for ladder ranking in a game application, comprising:a lobby server for receiving a request for a ladder ranking list from a player having a user account registered with the game application, wherein the game application is associated with a plurality of registered user accounts and the request for the ladder ranking list includes one or more game performance metrics identified by the player;and a ladder engine stored in memory and executable by a processor to: retrieve game performance data from all user accounts registered with the game application, the game performance data stored at an application server, sort all user accounts registered with the game application based on the stored game performance data, and generate a ladder ranking list including all sorted registered user accounts based on the one or more game performance metrics.
  3. 12
    Broadest claimClaim Score 51, average(NHIP)A non-transitory computer readable storage medium having embodied thereon a program, the program being executable by a processor to perform a method for ladder ranking in a game application, the method comprising:receiving a request for a ladder ranking list from a player having a user account registered with the game application, wherein the game application is associated with a plurality of registered user accounts and the request for the ladder ranking list includes one or more game performance metrics identified by the player;retrieves game performance data from all user accounts registered with the game application;sorts all user accounts registered with the game application based on the stored game performance data;and generates a ladder ranking list including all sorted registered user accounts based on the one or more game performance metrics.
  4. 13
    A lobby server apparatus for cross-application and real-time communication channels, the apparatus comprising:a network interface that receives login information from a first client device;and a processor that executes instructions stored in a memory, wherein execution of the instructions by the processor: authenticates the login information received from the first client device, establishes an online session with the first client device in accordance with a lobby server assignment based on the authenticated login information, assigns the first client device to a game server in accordance with a game server assignment, wherein the first client device connects to the assigned game server based on the game server assignment and obtains game-related information from the assigned game server, and performs a plurality of lobby server functionalities associated with the game-related information in accordance with a split distribution of functionalities that reduces one or more operating demands on the assigned game server, the lobby server functionalities including: providing status information regarding game play of a first game by the first client device in a game environment provided by the assigned game server, the status information provided to at least a second client device;establishing a channel for cross-application user communications in real-time between the first client device and the second client device during the game play of the first game by the first client device in the game environment provided by the assigned game server and during game play of a second game by the second client device, and updating the status information regarding the first client device when the online session of the first client device is terminated.
  5. 30
    A lobby server method for cross-application and real-time communication, the method comprising:receiving login information sent over a communication network from a first client device;and executing instructions stored in memory, wherein execution of the instructions by a processor: authenticates the login information received from the first client device, establishes an online session with the first client device in accordance with a lobby server assignment based on the authenticated login information, assigns the first client device to a game server in accordance with a game server assignment, wherein the first client device connects to the assigned game server based on the game server assignment and obtains game-related information from the assigned game server, and performs a plurality of lobby server functionalities associated with the game-related information in accordance with a split distribution of functionalities reduces one or more operating demands on the assigned game server, the lobby server functionalities including: providing status information obtained from the assigned game server regarding game play of a first game by the first client device in a game environment provided by the assigned game server, the status information provided to at least a second client device, establishing a channel for cross-application user communications in real-time between the first client device and the second client device during the game play of the first game by the first client device in the game environment provided by the assigned game server and during game play of a second game by the second client device, and updating the status information regarding the first client device when the online session of the first client device is terminated.
  6. 47
    A non-transitory computer-readable storage medium, having embodied thereon a program executable by a processor to perform a lobby server method for cross-application channels in real-time communication, the method comprising:receiving login information sent over a communication network from a first client device;authenticating the login information received from the first client device;establishing an online session with the first client device in accordance with a lobby server assignment based on the authenticated login information;assigning the first client device to a game server in accordance with a game server assignment, wherein the first client device connects to the assigned game server based on the game server assignment and obtains game-related information from the assigned game server within the online session;and performing a plurality of lobby server functionalities associated with the game-related information in accordance with a split distribution of functionalities reduces one or more operating demands on the assigned game server, the lobby server functionalities including: providing status information obtained from the assigned game server regarding game play of a first game by the first client device in a game environment provided by the assigned game server, the status information provided to at least a second client device;establishing a channel for cross-application communications in real-time between the first client device and the second client device during the game play of the first game by the first client device in the game environment provided by the assigned game server and during game play of a second game by the second client device;and updating the status information regarding the first client device when the online session of the first client device is terminated.