WO2006124811A2 - Systeme et procede destines a l'affrontement de jeu interactif de reseau et a la selection de serveur - Google Patents

Systeme et procede destines a l'affrontement de jeu interactif de reseau et a la selection de serveur Download PDF

Info

Publication number
WO2006124811A2
WO2006124811A2 PCT/US2006/018791 US2006018791W WO2006124811A2 WO 2006124811 A2 WO2006124811 A2 WO 2006124811A2 US 2006018791 W US2006018791 W US 2006018791W WO 2006124811 A2 WO2006124811 A2 WO 2006124811A2
Authority
WO
WIPO (PCT)
Prior art keywords
match
player
game
server
hosting server
Prior art date
Application number
PCT/US2006/018791
Other languages
English (en)
Other versions
WO2006124811A3 (fr
Inventor
Jack Skeels
Amir Haleem
Jared Cugno
Original Assignee
Professional Interactive Entertainment, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Professional Interactive Entertainment, Inc. filed Critical Professional Interactive Entertainment, Inc.
Publication of WO2006124811A2 publication Critical patent/WO2006124811A2/fr
Publication of WO2006124811A3 publication Critical patent/WO2006124811A3/fr

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/531Server assignment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5593Details of game data or player data management involving scheduling aspects
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game

Definitions

  • the present invention relates to internet gaming and more specifically to a method and apparatus for matching players of a particular interactive game on the internet, using one or more applications in several formats, including: a challenge and acceptance format, an immediate match-maker format, an intelligent match-maker format or other formats and providing continually updated statistical analysis for the games and the individuals involved in the match.
  • This invention improves on the prior art by combining the many desperate elements into a single simple interface, including the option to challenge individuals and the option for those individuals to be immediately put in-game by the method of this invention in order to determine a winner. Further, the capability to find, quickly and effectively, the an optimal game server, based upon criteria established by the user or users available to each user involved is novel and nonobvious .
  • player may be used interchangeably with “team of players,” “teams of players,” “group of players” or “groups of players.”
  • the capture and use of this data in ranking and in the various match-making methodologies when combined with the prior elements of this invention is novel and nonobvious.
  • a method and apparatus are described whereby a user of the invention may challenge an individual (or team) to a game, an automatic match may be made using various methods or intelligent match-making using various criteria, which the individual (or team) may accept.
  • the invention will aid users in finding an optimal server upon which each player is able to play based upon user input, automatically or based upon a data set built by the system and method of this invention.
  • the game parameters are set by the invention, the game is then launched and played, various types of game and player-related data is tracked and recorded, and each player's (or team's) data is then stored for later use in analyzing the player (or team) for future matches.
  • a new ladder or game ranking of the player (or team) is made based on this data, relative to all other players in the ladder or game .
  • Figure 1 is a depiction of the foyer page of the method and apparatus of this invention.
  • Figure 2 is a depiction of an eight versus eight team lobby
  • Figure 3 is a depiction of a ladder lobby for a four versus four game .
  • Figure 4 is a depiction of a team ladder pre-game holding area.
  • Figure 5 is a depiction of a dialog popup for forfeiture of a match.
  • Figure 6 is a depiction of a dialog popup for reporting a no-show match participant.
  • Figure 7 is a depiction of a dialog popup for a private message sent to a user.
  • Figure 8 is a depiction of a team ladder start sequence.
  • Figure 9 is a depiction of a team four versus four lobby.
  • Figure 10 is a flowchart of the steps involved in a challenge and acceptance match-up.
  • Figure 11 is a depiction of a team four versus four lobby depicting a user's profile.
  • Figure 12 is a depiction of a dialog popup for a challenge issued by a user.
  • Figure 13 is a depiction of a one versus one pre-game holding area.
  • Figure 14 is a depiction of a dialog popup for a challenge rejection to be rescheduled at a later time.
  • Figure 15 is a flowchart depicting the steps involved in a "play now" match-up.
  • Figure 16 is a flowchart depicting the steps involved in an "intelligent" match-up.
  • Figure 17 is a depiction of the server and client architecture of the preferred embodiment.
  • the present invention connects players who desire to play network computer games with each other.
  • a webpage is used, whereby users are able to login, using a user-selected user identification and a user-selected password.
  • Methodologies to connect to a customized webpage (or other network-accessible interface) are common in the art and will not be described in great detail so as to avoid confusion over the scope of the present invention.
  • the means by which an individual may select a username and password are implemented using traditional web database methodologies and algorithms.
  • elements that are unique to the present invention include the setting of "available times" during which a user may be challenged to a game or may be automatically or intelligently set up for a match.
  • These times may be further sub-divided by type of game, if desired. For example, and individual might set as available playtimes times from 2 : 00pm-6 : 00pm each day. If the online during those times, individual is are available for challenge or for team play. Alternatively, a user may be available from 2:00pm-4:00 each day for one type of game as, for example, single player match-ups; where from 4 : 00pm-6: 00pm each day his or her team is available for a particular type of game only and only as a team. Individual and Team Competition Structure
  • Figure 1 is an example of such a webpage, though numerous differing versions of this webpage and all other interfaces described herein are available while still accomplishing the goals of this and other web pages.
  • This webpage provides various forms of information to the user.
  • hypertext links to numerous sections of the website will be provided, such as forums, news, and other data about games and the individuals active on the game server.
  • a web foyer as depicted in Figure 1, appears which includes games for which the user is involved in a ladder, league or other competition structure.
  • On the foyer page one may presented with multiple competition structures, one for each game the individual has played or to which they have subscribed as being available to play a game.
  • element 100 is the ladder for Battlefield 1942® 8 versus 8 "Deathmatch .
  • Multiple competitions structures may be presented for each game, such as the two game ladders depicted in element 102.
  • a button or link similar to the one depicted in element 104 may be shown. Clicking this button or link will bring up the match lobby for that pre- scheduled match.
  • the server which hosts these ladders, leagues, match-ups and tournaments in the preferred embodiment is a web server.
  • This web server is connected, in the preferred embodiment, to a chat/lobby server.
  • the chat/lobby server's responsibility is to match up players once they have chosen to challenge each other, be available for match-up or to take part in a ladder, league or tournament.
  • the chat/lobby server is connected to the client software on each individual's computer and is capable of accepting direction from the client software concerning potential match-ups for games, then assists in game server selection on which the player will play those games, launches the game server with the proper parameters and instructs the client software to launch the client game software and connect to a particular server to begin the match.
  • some games for which this methodology can be used will not use independent game servers.
  • one of the two (or more) clients is used as a server, to which all other users connect before the match is played.
  • the system and method of this invention may be used in those situations, whereby the word "game server” will refer to one of the client computers chosen to act as the "server” for that game and to which the other client computers will connect.
  • chat/lobby server' s operation in the preferred embodiment will be described in greater detail in subsequent paragraphs .
  • Competition structures include team and single player ladders, team and single player leagues, team and single player real-time match-ups (both intelligent/criteria-based match-ups and immediate match-ups) , team and single player tournaments, team and single player practice matches and numerous other game and match-up formats.
  • Leagues are similar to ladders, except they are typically more structured, requiring a series of games to be played at set times over the course of a series of weeks or months. At the end of a "league,” the top players may be awarded or may be "seeded” in a final League Tournament.
  • Match-ups of all types are typically more fluid and subject to ongoing competition.
  • a ladder is a ranking system for determining an order of skill for online players as they play. Ladders have been employed in multiple types of games, including traditional sports teams and have been imported, more recently, into the interactive entertainment field.
  • the user is a member of six ladders, one of which is depicted in element 106, "Battlefield 1942 8 versus 8 Deathmatch.” Additionally, more detailed data may be displayed, such as player ranking on those ladders. This data is retrieved from a database of player data maintained on a server available to the webpage.
  • data is displayed detailing the number of players currently logged on who are members of the particular game's ladder (or other competition structure), an example of which is shown in element 108. Numerous other types of data are stored for every team or player using the system and method of this invention.
  • tournament-style play Another competition structures available to players is a tournament-style play.
  • Single and double elimination tournaments for each type of game and player match up i.e. one versus one, four versus four, free-for-all, etc) may also be constructed.
  • the individuals in these tournaments will login to the match server and their tournament schedule for the day or week will be displayed. They may have a certain window, for example three days, in which to play a particular game versus someone else in their bracket.
  • the tournaments in the preferred embodiment are set up among players of similar skill, typically from players in the higher-rankings of the ladders of each type of game.
  • League play results in a group of individuals or teams of the same type in the same game all playing each other or most of each other at least once.
  • the team with the best record at the end of the "season” is the league winner or may be seeded in a league tournament.
  • rewards and prize allocation is automatic. Once an administrator has setup a particular competition structure; the prizes for that competition may be set. Once the winners have been determined at the end of a set period of time, a "season" or tournament; the prizes are mailed to the confidential addresses of the individuals or team. Alternatively, they may simply be emailed with information on how to receive their prizes.
  • the web site is also capable of use as a team- creation mechanism.
  • a logged-in user may create a "team" for a particular ladder or tournament.
  • the user selects options that enable the team-creation functionality.
  • the user enters details about the team, such as a team name, logo, profile and the type of ladder (s) or tournament (s) in which the team wishes to compete.
  • the name of an example team is visible in element 114.
  • the logo of an example team is visible in element 116.
  • team membership may be requested by selecting usernames, example usernames of individuals already in the selected team are visible in element 118, or by typing them into a list.
  • the individuals associated with the usernames will receive an email or pop-up message (if they are currently logged into the client software) requesting their approval for inclusion in the team.
  • the individual is then able to challenge, be challenged, or participate in ladders, tournaments and leagues as a team member.
  • join passwords may be provided to individuals prior to the creation of a team and individuals may join the team through their own action, once it has been created, using the join password.
  • Teams may be subdivided into multiple squads, organized by the team leader.
  • a team leader is the creator of the team at the start, but may be changed once the team has been created.
  • Team management into squads (sub-groups of teams) may be arranged and managed by team leaders or squad leaders. The capability to determine available play-times and other team attributes may be set by the team or squad leader depending on the management settings set by the team leader.
  • a team may participate in different ladders, tournaments or leagues for different games or types of matches for each game.
  • the competition structures visible to an individual or team may be further subdivided by type of game play. For example, for a particular type of game, there may be competition structures for individual one versus one play, team four versus four play or squad eight versus eight play, as seen in Figure 1, elements 100, 110 and 112.
  • the types of ladders, leagues, instant match-ups or other competition structures available to an individual to subscribe to will largely be dictated by the type of game for which the structure is created.
  • Some games may be capable of large-scale numerous connections, while others may only allow connections for one versus one play.
  • the competition structures will be created and monitored by individuals involved in the administration of the site.
  • Each of the competition structures for example the one versus one ladder for a particular game, will have "lobbies.”
  • An example lobby is depicted in Figure 3.
  • a lobby for individuals simply waiting to play any game generally. These individuals may be members of multiple competition structures, but wish to await a challenge or match-up to any type of game for which they are a member of a competition structure. These lobbies are waiting areas for individuals to join in anticipation of playing that type of game versus other individuals.
  • a user may always change lobbies simply by clicking a button, an example of which is seen in element 126 and selecting a new lobby. Additionally, a user may be in any number of multiple lobbies at any given time.
  • the user may wish to be available for any number of competition structures awaiting a match. For example, all individuals wishing to play a four versus four team game of Unreal Tournament 2003® will be logged into the lobby for that game. In a particular game-type' s lobby, individuals will be able to see the usernames of other individuals in the lobby waiting to play. In Figure 3, element 120, the users in the ladder lobby for Unreal Tournament 2003® are shown.
  • the individual usernames in the preferred embodiment, will also be able to be selected and various operations may be performed by an individual selecting another individual's username. For example, the individual may see the user's record on a particular game, as seen in element 122. Additionally, a user may see the ladders which a particular user is subscribed to, as seen in element 124.
  • the individual may see an entire team or squad' s record and profiles by clicking on an individual member of the team in, for example, a lobby dedicated to a particular game with a four versus four or eight versus eight format. They may seek to see the individual's overall profile.
  • This profile in the preferred embodiment may included data such as the individuals overall ranking on each competition structure in which they take part, the individual's record of wins and losses, kills and deaths, and other relevant statistics.
  • the profile may also include data such as location, hobbies, user description, or other relevant information, depending upon the user's input. Additionally, visible data and other player and game-related data may be used to generate more subjective information.
  • This profile could include prior ratings or write-ups about that player, either by the individual user, the player or other users.
  • the profile could also include criteria, based upon relevant data, concerning the likelihood that the user and that player are a "good match" for a game, as individuals being of similar skill, playstyle, ability, record or other subjective criteria. Several pieces of these data are visible in element 122. A more detailed profile is available by selecting to view a user's profile.
  • the lobby for a particular game is launched by clicking the link for the game and type of play, such as Battlefield 1942® 8 v 8 Deathmatch depicted in element 100.
  • an application is launched from within the web-browser in the preferred embodiment.
  • the main or "general" lobby may also be started in much the same way by clicking on a link dedicated to a general lobby, in the preferred embodiment detailing the total number of users logged into the general lobby.
  • the entire application may be stand-alone, requiring no web-browser portal for login.
  • the entire application may be web-based.
  • a Java applet is launched by clicking on the link to a particular ladder.
  • the Java applet is responsible for most of the interaction between the client computer and the various server computers and other client computers.
  • This applet unless otherwise described will be referred to as the client software.
  • the client software in alternative embodiments, may be standalone software, completely web-based or built-into the network software of various games.
  • the Java applet is only the preferred embodiment of the client software.
  • a Java applet window appears.
  • FIG 4 an eight versus eight team ladder lobby or pre-game holding area that appears when a ladder lobby is selected is depicted.
  • Lobbies are available for every type of competition structure described above.
  • a ladder lobby is used here only for descriptive purposes. In other lobbies, much of the same types of actions are available and much of the same data is displayed to the user.
  • the title of the lobby is displayed as shown in element 128, the usernames of individuals currently viewing that lobby is displayed and a chat window is displayed in element 130.
  • the ladder lobby title, depicted in element 128, is Battlefield 1942® 8 versus 8 Deathmatch.
  • All individuals present in the lobby are depicted in the non-focused tab "in this room" tab shown in element 132. Also show is a focused tab for a buddy list in element 134.
  • This buddy list contains the names of individuals whom the user has flagged as buddies.
  • the ability to review a user or team's profile either in summary form or by right-clicking on a name and requesting a full profile.
  • the user's current rank, wins and loss record for the current ladder lobby are displayed as in elements 136 and 138, the number of challenges denied and any winning or loss streak.
  • a subjective ranking of the match-up between the two players is also included in the preferred embodiment.
  • additional information may be displayed, such as age, location and time zone that the user has chosen to input into their profile.
  • a user may view an individual's full profile, in the preferred embodiment, by right clicking on that individual's username and selecting "view profile.”
  • view profile a full version of a user profile is displayed including the competition structures to which that individual belongs and the records, ranking, current streak, challenges denied and other relevant data, as described above, usually dependant upon the game, for each competition structure.
  • the profile is displayed in a normal web page window using the web browser.
  • the Java applet may display the profile.
  • the competition structure's lobby may be used as a pre-waiting area before a game is launched or a challenge is made.
  • the user may be waiting in multiple lobbies simultaneously, so as to be available for multiple types and formats of games. This can serve to increase the likelihood of finding a match more quickly.
  • a user may "chat,” communicate via typed messages, with other individual's in that lobby. This functionality is depicted in the chat window 140 and the chat input box 142. Additionally, a user may simply review the individuals who are present in the lobby by viewing a tab entitled "in this room," depicted in element 132. 'This tab will have a top to bottom scrolling list of the usernames of all individuals in the lobby.
  • Some users may have "guild” or "clan” tags on their usernames. These tags are special monograms or other identification associated with the username, to identify those individuals as being a part of the guild or clan. Text chat will appear in another scrolling window with the option for the individual user to add his or her input, such as depicted in elements 140 and 142.
  • the competition structure is a group competition structure, such as two versus two or four versus four ladder matches, the lobby may also serve as a waiting room in which to wait until all the members set to play each other at a certain time arrive.
  • the ladder lobby depicted in Figure 4 is being used as a pre-game holding area.
  • Another functionality of the invention is to allow the scheduling of matches between individuals or groups for a time at some point in the future. These matches may be set up during the "challenge" dialog, through a “challenge later” dialog, through direct contact between the parties, through an automatic match-up for a later time, through "automatic" weekly or monthly scheduling as a part of a tournament or league, set up using the website or numerous other methods.
  • exit/forfeit button 146 used to leave the lobby and forfeit the match.
  • the exit/forfeit button 1346 allows an individual to leave the match, but at the cost of forfeiting the match. Should a player for one side or one of the individuals in a scheduled match fail to check-in during the alloted time frame, the match will be automatically forfeited.
  • the results of clicking the exit foreit button 146 are shown in Figure 5. The user will be presented with a popup box where element 152 is a "Yes, Forfeit the Match and Quit Application," element 154 is a "No, Exit the Application, I will be back for the Match" and element 156 is a "Cancel" button.
  • rules/help button 150 that can be used to determine the rules of the match and to request help from administrators or web-based help.
  • the rules/help functionality will bring up a dialogue box that will display various match-related criteria such as the match setup, the game to be played, the map on which the match will be played, the number of participants, the game type (two versus two, team, free-for-all, one versus one) , and any custom rules dependant upon the game itself.
  • These criteria may include options such as: friendly fire enabled (the ability to inadvertently harm one's team members), time, frag (number of kills by an individual or team of another individual or team) or flag limits or abilities or options that will not be available to the players. Also available to the players may be server- selection criteria such as a subjective "quality" of the server, server load, latency maximums for all players or other server- related criteria.
  • a "check-in" system is employed for pre-scheduled maps prior to entering the pre-game holding lobby.
  • the check-in system as each player arrives, up to thirty minutes before a scheduled match in the preferred embodiment, they can check-in to the match to be played. Once all the players are checked-in for a match, it will begin at the scheduled time. Checking in is done using the "ready" button 144, shown in Figure 4. Additionally, the internet protocol address of the checked-in player will be logged to help insure against the possibility of another player logging in on behalf of a player involved in the match. This will aid in combating potential cheating in the game by having another player play for one or more of the individuals involved in a particular match.
  • FIG. 7 depicts an individual one on one message between users.
  • the dialog box depicted may be created by double clicking on a username anywhere in the application or by double clicking on usernames listed one's buddy list 134 or in this room 132 tab.
  • This dialogue box enables private messages to a single individual to be sent.
  • the individual to whom the message is sent is show in element 164 and the text to be sent is depicted in element 166.
  • the "send" button 168 will send the desired text and the cancel button 170 will not send the text and will close the dialogue box.
  • match-up methodology There are numerous methods which may be utilized for matching players for games.
  • One example of a match-up methodology is the "challenge and acceptance” methodology, whereby one player selects another player and “challenges” them to a match.
  • Another methodology, described below, is the “play now” methodology.
  • the software' s capability to view past statistics and data is used to find a "good" match-up automatically for a user.
  • Another methodology is to allow the user to intelligently choose a match, based on various criteria. The software may then search the available players for an opponent meeting those various criteria.
  • a lobby may also used as a "staging area" for challenges.
  • a challenge is one example of the way in which a match may occur. It is only one of several methods of taking part in various competition structures or match-ups.
  • a challenge within a lobby may be initiated by a single individual in the case of lobbies dedicated to one versus one play or by a "team” or “squad” leader in lobbies dedicated to four versus four or other team-oriented play. Challenges are real-time requests for a match between two individuals or teams.
  • a challenge may be initiated by right- clicking on a username and selecting "Challenge Now" or alternatively by highlighting a user' s name and clicking the challenge now button, seen in element 178, that appears on the main interface of the ladder lobby. Additionally, if a highlighted individual username is a member of a particular ladder, the user may click a button to join that ladder, seen in element 180, and to become available for challenges on that ladder during available times. The user may also choose to challenge later, by clicking on the button in element 182. This button may be used to set up challenges at a later date.
  • FIG. 10 a flowchart of one embodiment of a match-up, called the challenge and acceptance play sequence is depicted.
  • an individual or team joins a particular lobby or ladder, as shown in element 182.
  • An individual or team captain may then select an individual or group to challenge, shown in element 184.
  • the user challenges the individual or group, as shown in element 186, using a method described more specifically below.
  • the challenged individual now is presented with three options of acceptance. First, they may decline, which will return the challenger to the step depicted in element 188, select an individual or group to challenge. If the user declines, they may select to schedule the match 190 for a later time. This option may be used when the current time is inconvenient for the challenged individual or group. Finally, the individual or group may accept the challenge immediately 192, which will cause them to enter the pre-game holding area 194. Next, the match will be set up 196, using a procedure more fully described later, but summarized in elements 198 through 204.
  • user information may be depicted, such as in element 2
  • upcoming matches may be depicted, such as in element 21
  • current ladders of which one or one's team is a part of may be depicted as in element 21.
  • users may view chat in the chat window 216 or input chat into the chat input box in element 218. Most importantly, however, one may challenge another or a group from this lobby.
  • the potential rankings are based on the possibilities available to the individual. If the user accepts the challenge and wins, a certain ladder ranking will be awarded. This information is displayed along with the potential ranking if the user accepts and loses or if the user simply rejects the challenge.
  • a ladder competition structure is shown here for simplicity, but various other types of structures offer similar functionality. For example, if this were a league lobby, instead of depicting potential ladder rankings dependant upon the outcome of the match, the next match-up, the potential league rankings or "advance to therions" would be displayed.
  • the user may "challenge” another individual whose username is visible to a game of the type of the lobby that they are in or to any other competition structure type in which they are involved along with the user.
  • the individual may be limited in terms of his ability to challenge by several factors. For example, the user may not be "available” for challenge at that point, one of the numerous settings the user may input as he sets up an account. If the individual happens to be on at times other than the "available" times, the user may or may not be penalized for not accepting a challenge. In the preferred embodiment, the user is not penalized for failing to accept a challenge during time designated as "not available" for play.
  • the challenged individual may choose one of three options in response to the question "do you accept this challenge?" as shown in element 228.
  • Option one is to accept the challenge now, as depicted in the button denoted in element 230. This means that as soon as all challenged individuals (more than just the challenger and challenged if it's a team-based or group challenge) are present, the match will begin.
  • the challenged may choose to reject the challenge, as shown in the button denoted by element 232. Using this option, the match will not start, but the individual may take a small loss in ranking, as shown in element 226, due to the failure to accept a challenge from someone.
  • the user may accept the challenge, but set it up for a later date, as shown by the button denoted by . element 234.
  • This third option does not cause a loss in the challenged ranking, but brings up a further text box, denoted by element 236, whereby the challenged and challenger may set up a time at a later date when they will both or all (in the case of team or group matches) be available for a match.
  • FIG. 13 a pre-game holding area for a one versus one challenge game is depicted.
  • the challenged individual or group has accepted the challenge or all individuals for a pre-scheduled challenge or match have arrived in the lobby, the individuals are moved to a pre-game holding lobby for their game.
  • there are only two participants in the game whose usernames are depicted in element 238.
  • the details of each individual or each team including: records, statistics, wins losses, type of connection to the internet and location are displayed in elements 240 and 242. These are selected details from the individual's or group's profile.
  • the window itself is very similar to that of a lobby, except that only individuals about to enter a particular game are within the lobby.
  • a display similar to the one depicted is presented to the challenger.
  • a dialogue box containing text informing the challenger that the challenged individual has rejected the challenge is shown, as in element 250.
  • the challenger has but one option, "ok" as shown in element 254. The match will be scheduled, based upon available playtimes of both individuals or teams.
  • the first step is for a user to login to the webpage. This is done using typical login algorithms standard in the art.
  • the competition structures are displayed in which that user participates. So, for example, Battlefield 1942® 4 v 4, Counter-Strike®: Source 8 v 8 and Warcraft® III I v I may be displayed as ladders which this user participates. The user may then select one of those competition structures, such as Battlefield 1942® ladder by clicking on it. Once the user clicks, the Java applet is launched and the ladder lobby for Battlefield 1942® is displayed.
  • This lobby will have a text box, the user's buddy list, a list of individuals in the room. It will also have the option to challenge any four-person group (this is a 4 v 4 ladder) to a match.
  • the user may see a group of players who he has played before or who he knows is well-ranked.
  • the user may view the ranking of those players by highlighting their names in the "In This Room” section of the lobby. When this is done, their profile as a team will be displayed. Their ranking may be number 15 overall in this ladder, whereas the individual's team, who are all currently present, may be ranked 24.
  • the user may then challenge that team by highlighting one person' s name and selecting "challenge” either as the button or by right clicking on a name and selecting "challenge” in the menu that appears.
  • the challenged may review the challenge window that appears on the challenged client software.
  • This window will contain the opposing team's profile, their current ranking of 25, the ranking results of potential outcomes.
  • the dialog may display that if they refuse the match, they will be ranked 16, if they accept the match and lose the match, they will be ranked 17. If they accept the match and win, they will be ranked 14. This individual, may immediately accept the match or may schedule it for another date.
  • the challenged individual accepts the match immediately on behalf of the team being challenged.
  • the challenger and challenged are then "moved" to a pre-game holding lobby.
  • the profiles of the team, including the rankings are displayed for both parties.
  • the parties may chat while they await the arrival of all eight players. Once all eight players have arrived, the "ready" button will be available. Once all eight players have clicked the button, the match will be ready to commence.
  • FIG. 15 a flowchart depicting the steps involved in a "play now” match-up are depicted.
  • This is another type of match-up available to players in any lobby at any time.
  • the first step is for a player to join a lobby 256.
  • a player may select a button entitled "Play Now” (or perform other similar action) 258.
  • prior matches and team play in the particular competitive structure such as a ladder or team play
  • a player (or team) of similar skill will be automatically found based upon various criteria, including ranking, prior match-ups, recent play, playtimes, and numerous other criteria.
  • a group of other opponents who have selected "play now” or who are otherwise available for play are searched for a "good” match 260. Then an opponent (or opponents depending on the game) is automatically selected based upon those subjective criteria 262.
  • the optimal server is found for the players 264, including a determination of latency and based upon other player-input criteria such as server type, bandwidth, availability or server quality rating.
  • the match is automatically set up 266 using one of the methods described above.
  • the match is played and the data described above is generated and stored 268. This data is used to update the database of data, profiles and other rankings in a manner similar to that described above 270.
  • FIG. 16 a flowchart depicting the steps involved in an "intelligent" match-up are depicted.
  • This is yet another type of match-up available to players in any lobby at any time.
  • the first step is for a player to join a lobby 272.
  • a player may select a button entitled “Find a Match” (or perform other similar action) 274.
  • data pertaining to prior matches and team play in the particular competitive structure (such as a ladder or team play) will be used, by the user, to select or narrow choices down to a match between players.
  • this match-up type once the user presses the "Find a Match" button, he or she is presented with a dialogue box containing several suggested match-ups based on the data provided and the other players currently in the lobby or otherwise logged into the system.
  • the player is presented with numerous characteristics and criteria 276, in the preferred embodiment presented as drop-down menus whereby the player may select characteristics such as game type, player ranking ranges, winning percentage of opponents or any other objective or other criteria such as a subjective "good match” as determined by an algorithm using the available profile data in the database.
  • the user then narrows his or her player-selection criteria 278. An opponent meeting those criteria will be found 280 who are available for play and a match will commence if that player or team accepts the match 282.
  • the match will be played and data generated and stored 284.
  • the data, profile and rankings will be updated using this newly-generated data 286.
  • An intelligent match-up may also be made by means of a "standing order" to find "good” matches issued by the user, such that when that user logs in, based on his or her profile and other data, in conjunction with the profile and other data associated with other players a "good” match-up may be suggested by the software when that player or team first logs into the client software.
  • the Server/Client Structure Embodiments [0047] Referring now to Figure 17, the overarching structure of one embodiment of the invention is depicted.
  • the method and apparatus of this invention runs using client/server software.
  • the client software 288 is made up of the lobby software or client software 290 and game client 292 running on an individual's computer.
  • client software 290 typically, many individuals using the client software 290 will be logged into a single chat/lobby server.
  • Many lobbies exist for any number of game types, in the preferred embodiment, on multiple chat/lobby servers.
  • the client software 290 is responsible for displaying the lobbies and pre- game waiting rooms, providing an interface from which to chat, maintaining a list of "buddies" and displaying profiles.
  • the client software 290 is also used to communicate when individuals are ready for matches to begin and to send and accept challenges from other players, including the option to set up challenges for the future, and to setup or accept other match-ups.
  • the client software 290 also determines an individual's ability to be involved in a particular game ladder, by checking to see if the individual has the current game client 292 software for that game. Once a challenge has been accepted or a match otherwise begun, the client software 290 also is responsible for launching the game client 292 software on the individual's computer, for example, the Battlefield 1942® executable file.
  • the client software 290 uses the proper arguments (commands given to the software at startup) to launch the game and to connect it to the selected game server 300 for the match.
  • the chat/lobby server 294 is responsible for allowing multiple client softwares 258 to connect, chat, schedule matches, initiate criteria-based match-ups or automatic matchups, challenge each other and to maintain a database of scheduled matches and profiles.
  • the chat/lobby server 294 also maintains in a database, such as the one depicted in element 302, including competition structure rules, members, player and game-related data, rankings and player and team profile data including requirements for involvement in a particular structures.
  • the individual and team profiles, as described above, will also be maintained, in the preferred embodiment, on a database server 302.
  • the database server 302 will maintain information for each user, the competition structures they participate in, and other relevant information pertaining to the user.
  • the database server 302 may also houses a list of game servers, one of which is depicted in element 300, on which matches may be played. In the preferred embodiment of the invention there are multiple game servers housed in numerous places throughout the world. This will enable the chat/lobby server 294 to select the optimal game server 300 for two individuals to play.
  • Game hosting servers 296, each capable of hosting multiple game servers 300 may be found or allocated using numerous methods.
  • game servers 296 may be pre-selected always-running hardware located in strategic places around the United States or the world.
  • a "strategic place” being a place in the midst of numerous potential player locations such that latencies will be low for players in that area (latency and game server selection is discussed below) .
  • game hosting servers 296 may be individual user servers with an additional piece of software running such that they "inform" the chat/lobby server 294 that they exist. These servers would, typically, be less favored as they may not provide the best and most accurate game conditions for high-level competition. In situations in which valuable prizes would be awarded, these servers would, often, not be the first choice for matches.
  • the game hosting servers 296 would work in a peer-to-peer fashion.
  • Peer-to-peer networking has become very popular in recent years in the art. The general idea is to allow the network itself to do the work which has typically been assigned to a single server (or cluster of servers). This provides several benefits.
  • using peer-to-peer technology lets computers solve their own problems. If peer-to-peer technology is used, the software maker need not worry about server uptime as much, since the network of client software is typically, in the art, responsible for making most decisions.
  • peer-to-peer technology is less expensive to maintain.
  • the server software and server framework in a peer- to-peer situation need not be as robust as the usual server/client model common in the art. Because the server in the peer-to-peer technology is responsible for less of the work than it would be, were the client softwares not being used.
  • VOIP Voice Over Internet Protocol
  • This software has peer-to-peer clients locating each other and helping to forward calls along to each other. This lessens the bottlenecks of bandwidth which may occur if all of those VOIP calls were routed to a single location (the main server) , then transmitted outward from there. If that were the case, large-scale VOIP might be impossible, but using the interconnection of the network itself, the bandwidth usage remains spread and the VOIP can be high-quality and fast.
  • the game hosting servers 296 each "bid” for the opportunity to host each game.
  • This software also contacts all known chat/lobby servers 294 for matches which are or will soon be in need of a game server 300.
  • the game hosting server 296 then requests that it be put in a "bid queue" for the chance to bid on upcoming matches.
  • the software on the game hosting server 296 is informed by a list maintained on the chat/lobby servers 294 of upcoming and pending games and will request to be put in the queue for a chance to "bid” for a given match.
  • the number of active "bids” for a match is limited, in the preferred embodiment to fifteen, so as to not “flood” the clients offline with huge numbers of ping requests when the latency-detection process is initiated (as described below) .
  • Once an a game hosting server 296 is needed those in the queue which meet the criteria are allowed to "bid” whereby their characteristics (if the user has selected to use any number of characteristics as limiting factors) are evaluated and they are asked to "ping" the client computer 288 who will be playing.
  • the chat/lobby server may request that the client software 290 ping the game hosting server 296 instead.
  • the game hosting servers 296 are ranked using criteria, including player rankings as to their experiences playing on that server and using objective measures such as the server CPU load and the current and upcoming network usage. Also considered are the specifications of the game hosting server 296 and a server administrator set number of concurrent games or bids allowed.
  • the chat/lobby servers 294 will continuously update a list of upcoming matches and matches waiting to be allocated a game server 300.
  • the chat/lobby server 294 also manages the game hosting server 296 bid request, bid authorization, bid receipt and bid-ranking processes.
  • the chat/lobby server 294 maintains a database of the currently available game hosting servers 296 as they inform the chat/lobby server 294 of their availability for utilization and as they make bids.
  • the database would be housed on the database server 302. This database would also maintain the player ratings of the game hosting servers 296 and other relevant data related to the game hosting servers 296. In one embodiment, "better" rated or performing game hosting servers 296 may be awarded in some way by virtue of their being "better.”
  • One game hosting server 296 may be better-suited to host a game than other game hosting servers 296.
  • the most important considerations for gamers may be the above described player ratings, the current network and CPU load on those game hosting servers 296, the latencies of those game hosting servers 296 and other user-selected criteria.
  • the user may choose to only play on well-rated servers or to play only on servers in a particular region (the west coast or east coast or mid-west of the United States) . Users may even select to play, only, on their self-hosted server. Any number of criteria may be considered or be selected to be required by a player or players involved in a given match. All of these factors will be considered against the currently "bidding" game hosting servers 296. Once a group of servers has been selected using those criteria, if the users has selected to consider latency, the least latent of those servers will be selected by determining the latency of those servers using the following method.
  • chat/lobby server 294. the chat/lobby server 294 then coordinates with each of the game hosting server 296 to determine the latencies of each of the game participants.
  • the chat/lobby server 294 requests that each of the available game hosting server 296 for the requested game perform a ping on each of the clients involved in the match.
  • the client software 290 may perform a ping on each of the game hosting servers 296 to determine the latency of each client and then report that to the chat/lobby server 294.
  • a ping is a networking term that is well-known in the art.
  • this ping "bounces back" in a fashion similar to that of a SONAR ping.
  • the time at which the ping is sent is recorded by the first computer and the time at which the other computer's reply to the ping is received is also recorded.
  • the latency is very important to a user. The better the latency (lower latencies are better), the more responsive the online game is to the player's movements.
  • a very poor latency to a game server may result in a player's inability to control their avatar effectively and loss of a match or individual fight within the game.
  • Latencies are largely determined based upon the connections used by the computers at either end. The locations of the computers involved are also a very significant determinant of latencies. Two computers connecting to each other each in the same city will typically have very low latencies, assuming each has a relatively fast network connection to the internet. Two computers communicating with each other across the nation, for example, from New York to Los Angeles will have a higher latency than two computers both communicating in Los Angeles. [0059] Typically, avid gamers desire latencies less than 50 milliseconds.
  • Additional criteria are used in selecting a server, such as the game hosting server's 296 CPU load, network utilization, upcoming (scheduled or allocated matches) network and CPU load and player ratings of the server created over time from player reviews. Once those criteria are met, latency is considered.
  • each player's latencies after a ping, are received by the game servers, they are forwarded on to the chat/lobby server 294.
  • the chat/lobby server 294 then, using the ping and other criteria requested by the user (or automatically) , determines which game hosting server 296 will is the optimal server for the individual's involved to playthe match. This is done by comparing the two lists of latencies—one for each person. The list is first narrowed, in the preferred embodiment, by finding all latencies for both parties for each game hosting server 296 that are within 15 milliseconds of each other. In other embodiments, particularly where latencies are not as important, larger latencies may be used.
  • This concept may be understood more fully through the use of an example.
  • an assumption is made that the four challengers in each group are in one room, connected to one network connection. This allows us to assume that their latencies to a particular game server are the same or substantially similar.
  • the challenger team is in Los Angeles, California and the challenged team is in New York, New York. Both have agreed to a match and all parties have shown up at the proper time or the challenge has been accepted in real-time.
  • the chat/lobby server 300 software accesses its database 302 to determine the potential game hosting servers 296 for that type of match. In the preferred embodiment of the invention, numerous game hosting servers 296 for each type of game that a competitive structure has been created are available.
  • the chat/lobby server 294 then requests that each of those game hosting servers 296 on that list ping all of computers of the participants and record the latencies sent back. The recorded latencies are then forwarded back to the chat/lobby server 294. The chat/lobby server 294 then performs the calculations necessary to assure both parties receive the best possible latencies for the match.
  • the chat/lobby server 294 uses the algorithm described above to determine the optimum game server for both parties.
  • the first step is to narrow the list to one of only those game hosting servers 296 that have latencies within 15 milliseconds of each other. To do this the latencies are subtracted from each other as depicted in the following table:
  • the Los Angeles, CA game server will be removed from the list of potential game servers because the difference in latency is greater than 15 ms as required in the preferred embodiment.
  • larger latency differences or smaller latency differences may be used, dependant upon the needs of the players being matched.
  • differing "tiers" of latency differences may be used. If the 15 ms latency difference is unattainable, the software may seek latencies less than 30 ms difference, then 60 ms and so on until the smallest difference possible is achieved.
  • the next step is to review the data to determine, in the now-narrowed list, which two latencies are the combined lowest for the parties. To do this, the two (or more in other types of matches) latencies are added together to create a data set similar to the following table:
  • the chat/lobby server 294 is able to tell that the lowest combined latency is the game hosting server 296 located in Phoenix, Arizona with a combined latency of 54 milliseconds. This game server is then chosen to be the game server for the match.
  • the chat/lobby server 294 communicates with the chosen game hosting servers 296.
  • This communication is used to set up the match soon to start.
  • This communication is automated and is designed to set various settings prior to the start of a match. These settings are largely determined by two factors.
  • One factor is the game and ladder themselves.
  • the ladder that the players are involved in may have set rules, such as the four versus four player game required by the particular ladder in our example.
  • there may be certain other requirements based upon the competition structure or game such as time limits or frag (as described above) limits that are required as a part of being involved in a particular ladder.
  • the other factor is the individual's launching the game themselves. To some extent, as the challenger challenges an individual, the challenger is able to set the parameters of the game, so far as they are allowed to be altered based upon the competition structure rules.
  • the chat/lobby server 294 Based upon the player selected criteria, including the latencies of the player and the customization potential of the matches for a particular type of game, the chat/lobby server 294 then sets all relevant settings including the map (the level on which the game will be played) , the time limit, frag or flag limit, and other relevant game settings. The chat/lobby server 294 then starts the game server 300 with those settings. The chat/lobby server 294 then also, in the preferred embodiment, sets a password for the game server 300. Only the chat/lobby server 294 knows the password and in the preferred embodiment, this password is not passed along visibly to the client software 290. Instead, once the clients have clicked the ready button, the chat/lobby server 294 performs the functions described to set up and start the game server 300.
  • the chat/lobby server 300 then forwards to the client software 290 for each individual involved in the map, the location (typically an internet protocol address), port (reference to a specific network port the game server is "listening" on for connections) and password that it has created for the match.
  • the individuals using the client software 290 never see, in the preferred embodiment, any of this information.
  • the user may be supplied with this information and may be able to connect manually or without a password at all.
  • the individuals involved in a pre-scheduled match may be emailed the password, internet protocol address and port for a game server to join at a scheduled time.
  • the client software 290 on each individual's computer launches the game client 292 software of each individual' s computer and connects them to the proper game server 300 and port using the password supplied to the client software by the match software.
  • the game client 292 software on the individual's computer then starts, connects to the selected game server 300 on the selected port using the password as supplied. Once each individual is connected to the game server 300, the match begins.
  • data is generated about the match. For example, as a kill is made by one individual or team, data about that death is generated. For example, for Battlefield 1942® data about which individual did what percentage of the damage to another individual in making a kill may be created. Also, data about which weapons were used in the kill by each player may be created. The time of the kill is likely logged. Throughout the game, as it is played, data may also be created such as percentages of attacks that landed or accuracy ratings for shooting in game. Titles may be attached to various activities, such as killing more than three individuals on the opposing team in a row may be dubbed a "killing spree" by a particular game.
  • Shields and buffs may be acquired. Additional weapons or upgrades may be acquired by the players. Goals or sub-goals may be accomplished in the course of the game. All of these events and happenings generate data that is or may be recorded. For some games or game types, the game may create logs of this information. In other games or game types, a program residing on the game hosting server 296 may record relevant information or additional information not otherwise recorded by the methods employed by the game.
  • the data generated ' using either of these methodologies will be referred to in the remainder of this document as a "data log.”
  • data log the data concerning which individual or team won the match and under what rule, such as a certain number of kills reached or having the most kills in a set time-period, is recorded. All of this data is or may be recorded by the game server 270 or recorded by other means and stored in data logs .
  • the. chat/lobby server 294 requests that the data logs of the match be sent to the database server 302. These data logs are sent by the game hosting server 296.
  • the preferred method of sending these data logs uses an FTP (File Transfer Protocol) client 298.
  • FTP File Transfer Protocol
  • the database server 302 then compiles the data in these data logs and organizes the relevant portions of it for storage.
  • the database server 302 then compiles or to recompiles a profile for each team and individual including the newly generated data, prior data.
  • the most obvious statistics which may be generated from this data are number of wins and losses. Winning and loss percentages may be calculated.
  • the individual players may be ranked within a team based upon their number of kills in all matches combined or for a more recent set time-frame.
  • the most accurate shooting player on a particular ladder may be calculated from the database date for numerous games.
  • the "most deadly" player on a particular ladder may be calculated using various statistics stored in the database server 302.
  • the chat/lobby server 294 and database server 302 are used, potentially in conjunction with additional servers, to calculate various additional statistics and some or all of these are made available to the public using one or more web sites to which all individuals on a given ladder login.
  • a record of every match played by each individual or team is recorded along with all relevant data.
  • This data may be used to compile numerous other types of data and information, such as behavioral patterns, typical playtimes, player habits, player streaks or numerous other types of information.
  • This data and information is useful to the individuals on the ladder in comparing teams or individuals.
  • the data may also be used to create more sophisticated ranking systems whereby win/loss record may not be the only factor included in the rankings.
  • the data may also be used to more readily compare one individual player's contribution to the team or group situation than mere anecdotal evidence.
  • the rankings of the two individuals, two teams or group of individuals are updated. Generally, winning a match raises the ranking on the ladder and losing generally lowers the ranking.
  • win/loss record In the preferred embodiment, win/loss record, number of forfeits, current points score (points being awarded for victories based upon the ranking of the individual or team defeated) and activity level (games being played weekly or monthly) are used to rank players or teams.
  • a more complicated algorithm than simple win/loss percentage is used, but these algorithms are based upon the games themselves. For example, a ladder for team four versus four Battlefield 1942® might consider win/loss record, the opponents faced, the percentage of kills to death, the number of flags lost, the number of flags remaining and accuracy of each member of the team in shooting.
  • either side may post comments about the match, both to be included in the profiles of both teams or individuals and on the forums. These comments or ratings of the other players or teams may also be incorporated into the relevant data. They may also provide feedback about the match to administrators of the competitive structure. This information, if it arouses the suspicion of the administrator may result in a review of the match and an alteration of the scores or invalidation if the match is determined to be fraudulently undertaken or if cheating was used. This review process is useful for ensuring accurate statistics and rankings.
  • the capability to record and/or broadcast either via the Internet or via live or recorded television a match is also included.
  • the game server on which a match is played, for example, by two relatively-skilled teams may be monitored with software capable of "watching" the match in real-time.
  • This software may create a feed for live Internet or television broadcast.
  • the software may create a recording of a match from one or numerous players perspectives and save that file for later broadcast via the Internet or television.
  • users will be able to upload recorded portions or complete matches to a database server.
  • This recorded match will be stored in the database server 302 database along with the data and other statistics for that match to be included in the complete record of the team's match history and profile.
  • the profile, along with the statistics and any recorded or uploaded video or images from the match may be viewed along with the rest of the individual or team profile.
  • Administrators in this system may have varying levels of responsibility and access to portions of the site and to administrator capabilities. These range from being able to post responses on the forums to being able to create and manage groups of ladders, tournaments and leagues. Additional capabilities include the ability to remove users from the user- list, the ability to alter scores or revise scores based on user feedback or the ability to create content for the web site.

Abstract

L'invention concerne un système basé sur un ordinateur et un procédé de défi d'acceptation de jeu interactif en vue de trouver un serveur de jeu approprié pour un ou plusieurs individus en vue de jouer sur des niveaux de connaissance donnés, une certaine latence et de nombreux autres facteurs; à installer le serveur de jeu avec les paramètres appropriés; à connecter les individus à ce serveur; à ouvrir la session des détails de correspondance; à mettre à jour ces détails dans une base de données et à mettre à jour ou créer des statistiques en rapport avec ces individus dans un but d'affichage et de classement à utiliser pour des affrontements ultérieurs.
PCT/US2006/018791 2005-05-13 2006-05-15 Systeme et procede destines a l'affrontement de jeu interactif de reseau et a la selection de serveur WO2006124811A2 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US68084805P 2005-05-13 2005-05-13
US60/680,848 2005-05-13

Publications (2)

Publication Number Publication Date
WO2006124811A2 true WO2006124811A2 (fr) 2006-11-23
WO2006124811A3 WO2006124811A3 (fr) 2009-04-23

Family

ID=37432001

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2006/018791 WO2006124811A2 (fr) 2005-05-13 2006-05-15 Systeme et procede destines a l'affrontement de jeu interactif de reseau et a la selection de serveur

Country Status (2)

Country Link
US (1) US20060258463A1 (fr)
WO (1) WO2006124811A2 (fr)

Cited By (22)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP2193828A1 (fr) * 2008-12-04 2010-06-09 Disney Enterprises, Inc. Moyeu de communication pour systèmes de développement de jeu vidéo
EP2227728A1 (fr) * 2007-12-05 2010-09-15 Onlive, Inc. Vidéo interactive à lecture continue intégrée dans des segments vidéo enregistrés
US8176124B2 (en) 2008-12-04 2012-05-08 Disney Enterprises, Inc. Communication hub for video game development systems having a video game development tool and video game platforms with communication libraries
AU2006336232B2 (en) * 2006-01-20 2012-06-21 Microsoft Corporation Computer-based gaming groups
US8317606B2 (en) 2008-12-04 2012-11-27 Disney Enterprises, Inc. Live authoring method for real time development of video games
US8382591B2 (en) 2010-06-03 2013-02-26 Ol2, Inc. Graphical user interface, system and method for implementing a game controller on a touch-screen device
US8591334B2 (en) 2010-06-03 2013-11-26 Ol2, Inc. Graphical user interface, system and method for implementing a game controller on a touch-screen device
US8788243B2 (en) 2011-02-14 2014-07-22 Disney Enterprises, Inc. Performance metrics gathering from multiple video game platforms
US8825802B2 (en) 2007-09-04 2014-09-02 Sony Computer Entertainment America Llc System and method for identifying compatible users
US8893207B2 (en) 2002-12-10 2014-11-18 Ol2, Inc. System and method for compressing streaming interactive video
US8949922B2 (en) 2002-12-10 2015-02-03 Ol2, Inc. System for collaborative conferencing using streaming interactive video
US8964830B2 (en) 2002-12-10 2015-02-24 Ol2, Inc. System and method for multi-stream video compression using multiple encoding formats
US9032465B2 (en) 2002-12-10 2015-05-12 Ol2, Inc. Method for multicasting views of real-time streaming interactive video
US9061207B2 (en) 2002-12-10 2015-06-23 Sony Computer Entertainment America Llc Temporary decoder apparatus and method
US9077991B2 (en) 2002-12-10 2015-07-07 Sony Computer Entertainment America Llc System and method for utilizing forward error correction with video compression
US9084936B2 (en) 2002-12-10 2015-07-21 Sony Computer Entertainment America Llc System and method for protecting certain types of multimedia data transmitted over a communication channel
US9138644B2 (en) 2002-12-10 2015-09-22 Sony Computer Entertainment America Llc System and method for accelerated machine switching
US9192859B2 (en) 2002-12-10 2015-11-24 Sony Computer Entertainment America Llc System and method for compressing video based on latency measurements and other feedback
US9272209B2 (en) 2002-12-10 2016-03-01 Sony Computer Entertainment America Llc Streaming interactive video client apparatus
US9314691B2 (en) 2002-12-10 2016-04-19 Sony Computer Entertainment America Llc System and method for compressing video frames or portions thereof based on feedback information from a client device
US9420283B2 (en) 2002-12-10 2016-08-16 Sony Interactive Entertainment America Llc System and method for selecting a video encoding format based on feedback data
US10201760B2 (en) 2002-12-10 2019-02-12 Sony Interactive Entertainment America Llc System and method for compressing video based on detected intraframe motion

Families Citing this family (116)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7711847B2 (en) 2002-04-26 2010-05-04 Sony Computer Entertainment America Inc. Managing users in a multi-user network game environment
US20030217135A1 (en) 2002-05-17 2003-11-20 Masayuki Chatani Dynamic player management
US8131802B2 (en) 2007-10-05 2012-03-06 Sony Computer Entertainment America Llc Systems and methods for seamless host migration
US8832772B2 (en) * 2002-12-10 2014-09-09 Ol2, Inc. System for combining recorded application state with application streaming interactive video output
US8468575B2 (en) 2002-12-10 2013-06-18 Ol2, Inc. System for recursive recombination of streaming interactive video
US8526490B2 (en) 2002-12-10 2013-09-03 Ol2, Inc. System and method for video compression using feedback including data related to the successful receipt of video content
US8366552B2 (en) 2002-12-10 2013-02-05 Ol2, Inc. System and method for multi-stream video compression
US9446305B2 (en) 2002-12-10 2016-09-20 Sony Interactive Entertainment America Llc System and method for improving the graphics performance of hosted applications
US8549574B2 (en) 2002-12-10 2013-10-01 Ol2, Inc. Method of combining linear content and interactive content compressed together as streaming interactive video
US8495678B2 (en) 2002-12-10 2013-07-23 Ol2, Inc. System for reporting recorded video preceding system failures
US8661496B2 (en) * 2002-12-10 2014-02-25 Ol2, Inc. System for combining a plurality of views of real-time streaming interactive video
US8840475B2 (en) * 2002-12-10 2014-09-23 Ol2, Inc. Method for user session transitioning among streaming interactive video servers
US8387099B2 (en) * 2002-12-10 2013-02-26 Ol2, Inc. System for acceleration of web page delivery
US7887419B2 (en) 2004-12-07 2011-02-15 Microsoft Corporation Game achievements system
US7621813B2 (en) * 2004-12-07 2009-11-24 Microsoft Corporation Ubiquitous unified player tracking system
US8876606B2 (en) 2004-12-07 2014-11-04 Microsoft Corporation User-centric method of aggregating information sources to reinforce digital identity
WO2006124922A2 (fr) 2005-05-17 2006-11-23 Super Computer International Procede et systeme de jeu collaboratif en ligne
US9724612B2 (en) * 2005-11-18 2017-08-08 Microsoft Technology Licensing, Llc Integrated gamer profile across multiple devices and networks
US20070173321A1 (en) * 2006-01-20 2007-07-26 Microsoft Corporation Method for comparing accomplishments between players
US8118678B2 (en) 2006-01-20 2012-02-21 Microsoft Corporation Extended and editable gamer profile
US7997987B2 (en) * 2006-01-20 2011-08-16 Microsoft Corporation Computer-based gaming teams
US8469805B2 (en) * 2006-01-20 2013-06-25 Microsoft Corporation Tiered achievement system
US20070191101A1 (en) * 2006-02-16 2007-08-16 Microsoft Corporation Quickly providing good matchups
US20070191102A1 (en) * 2006-02-16 2007-08-16 Microsoft Corporation Tournament matchups for a multiplayer environment
US8888592B1 (en) 2009-06-01 2014-11-18 Sony Computer Entertainment America Llc Voice overlay
US8540577B2 (en) * 2006-08-16 2013-09-24 Playtech Software Limited System for computerized multiplayer tournament gaming and a method thereof
US7861175B2 (en) 2006-09-29 2010-12-28 Research In Motion Limited IM contact list entry as a game in progress designate
US20080102933A1 (en) * 2006-10-26 2008-05-01 Killian Jones Systems and methods for organizing and distributing revenue within online communities
KR101409991B1 (ko) * 2007-04-16 2014-06-20 삼성전자주식회사 P2p 통신 환경에서의 데이터 전송 방법 및 장치
US8069126B2 (en) * 2007-05-11 2011-11-29 Safe Banking Systems, Llc Method of ranking politically exposed persons and other heightened risk persons and entities
CN100539599C (zh) * 2007-06-29 2009-09-09 腾讯科技(深圳)有限公司 一种实现在线游戏邀请的方法及系统
CN101119215B (zh) * 2007-07-13 2010-08-25 腾讯科技(深圳)有限公司 网络游戏系统触发即时通讯操作的方法以及网络游戏系统
JP5017013B2 (ja) * 2007-08-08 2012-09-05 株式会社コナミデジタルエンタテインメント ネットワークゲームシステム、ネットワークゲームシステムの制御方法及びプログラム
US20090098937A1 (en) * 2007-10-12 2009-04-16 Microsoft Corporation Adaptive tree visualization for tournament-style brackets
US8568222B2 (en) * 2007-10-17 2013-10-29 Wms Gaming Inc. Gaming system having challenge gameplay
US9168457B2 (en) 2010-09-14 2015-10-27 Sony Computer Entertainment America Llc System and method for retaining system state
US8147339B1 (en) 2007-12-15 2012-04-03 Gaikai Inc. Systems and methods of serving game video
US8968087B1 (en) 2009-06-01 2015-03-03 Sony Computer Entertainment America Llc Video game overlay
US8613673B2 (en) 2008-12-15 2013-12-24 Sony Computer Entertainment America Llc Intelligent game loading
US20090299960A1 (en) * 2007-12-21 2009-12-03 Lineberger William B Methods, systems, and computer program products for automatically modifying a virtual environment based on user profile information
US20090325709A1 (en) * 2008-06-26 2009-12-31 Microsoft Corporation Game Clan Matchmaking
US20090325712A1 (en) * 2008-06-28 2009-12-31 Microsoft Corporation Player character matchmaking with distributed peer-to-peer functionality
US9861896B2 (en) * 2008-09-04 2018-01-09 Microsoft Technology Licensing, Llc Method and system for an integrated platform wide party system within a multiplayer gaming environment
US20100088246A1 (en) * 2008-10-02 2010-04-08 Lim Michael Z System for, and method of, managing a social network
US8550919B2 (en) * 2008-10-08 2013-10-08 Sony Corporation Game control program, game device, game server, and game control method
WO2010048591A1 (fr) * 2008-10-24 2010-04-29 Wms Gaming, Inc. Commande et présentation de jeux de paris en ligne
US8316020B1 (en) * 2008-12-09 2012-11-20 Amdocs Software Systems Limited System, method, and computer program for creating a group profile based on user profile attributes and a rule
US8926435B2 (en) 2008-12-15 2015-01-06 Sony Computer Entertainment America Llc Dual-mode program execution
US8157653B2 (en) * 2009-01-08 2012-04-17 Sony Computer Entertainment America Inc. Automatic player information generation for interactive entertainment
US8506402B2 (en) 2009-06-01 2013-08-13 Sony Computer Entertainment America Llc Game execution environments
US20110106885A1 (en) * 2009-10-29 2011-05-05 Cisco Technology, Inc. Methods and apparatus for supporting multiple party login into a single session
US8676591B1 (en) 2010-08-02 2014-03-18 Sony Computer Entertainment America Llc Audio deceleration
KR102288072B1 (ko) 2010-09-13 2021-08-10 소니 인터랙티브 엔터테인먼트 아메리카 엘엘씨 부가기능의 관리
KR20170129967A (ko) 2010-09-13 2017-11-27 소니 인터랙티브 엔터테인먼트 아메리카 엘엘씨 게임 서버를 포함하는 컴퓨터 게임 시스템에서 통신 네트워크를 통해 클라이언트들 간에 게임 세션을 이송하는 방법
US8303410B2 (en) 2010-11-20 2012-11-06 Telenav, Inc. Navigation system having preference region adjustment mechanism and method of operation thereof
US9707486B1 (en) * 2011-02-25 2017-07-18 Zynga Inc. Apparatus, method and system for crew mechanics in multiplayer games
US9246957B2 (en) * 2011-03-04 2016-01-26 Viafoura Systems and methods for interactive content generation
JP5710432B2 (ja) * 2011-03-09 2015-04-30 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲームプログラム、ゲームシステム
US20120244949A1 (en) * 2011-03-24 2012-09-27 Peter Matthew Redling Interactivity Platform for Multimedia Transmission, Broadcast TV, Cable, Radio, and Live Events
US9908054B2 (en) * 2011-06-16 2018-03-06 K-Innovation Method, system and computer readable recording medium for providing a game ranking in a game service platform
KR20120139262A (ko) * 2011-06-17 2012-12-27 엔에이치엔(주) 게임 그룹별 랭킹 제공 방법, 시스템 및 컴퓨터 판독 가능한 기록 매체
EP2723462A4 (fr) * 2011-06-24 2014-11-26 Intertaintech Corp Système et procédé permettant de mener des tournois de jeu vidéo en ligne
US9361625B2 (en) * 2011-07-12 2016-06-07 Cbs Interactive Inc. Game navigation interface for electronic content
US20140351269A1 (en) * 2011-09-13 2014-11-27 Monk Akarshala Design Private Limited Ability banks in a modular learning system
JP2013109560A (ja) * 2011-11-21 2013-06-06 Sony Computer Entertainment Inc 情報処理システム、情報処理端末、情報処理方法、情報処理プログラム、情報処理プログラムを記憶したコンピュータ読み取り可能な記録媒体
US20130217501A1 (en) * 2012-02-16 2013-08-22 Microsoft Corporation Presenting application challenges outside an application execution context
JP5298235B1 (ja) * 2012-02-17 2013-09-25 株式会社コナミデジタルエンタテインメント ゲーム装置,プログラムおよびゲーム管理方法
US8845437B2 (en) * 2012-04-30 2014-09-30 Microsoft Corporation Gaming challenges which use leaderboards that rank challenge participants
JP6162929B2 (ja) * 2012-06-01 2017-07-12 任天堂株式会社 投稿情報共有システム
US9623333B2 (en) * 2012-06-13 2017-04-18 Oracle International Corporation Method and mechanism for implementing a gamification application
US10140638B2 (en) * 2012-12-06 2018-11-27 International Business Machines Corporation Providing information technology resiliency in a cloud-based services marketplace
US20140162786A1 (en) * 2012-12-06 2014-06-12 Matthew James Hartleip Online commodity competition
JP5809207B2 (ja) 2013-07-30 2015-11-10 グリー株式会社 メッセージ通信プログラム、メッセージ通信方法及びメッセージ通信システム
US20150165310A1 (en) * 2013-12-17 2015-06-18 Microsoft Corporation Dynamic story driven gameworld creation
US10974154B2 (en) * 2013-12-20 2021-04-13 Electronic Arts Inc. System and method for multiplayer gaming
US9776091B1 (en) 2014-05-16 2017-10-03 Electronic Arts Inc. Systems and methods for hardware-based matchmaking
KR101473960B1 (ko) * 2014-05-22 2014-12-18 주식회사 레드덕 대전게임 운영 시스템 및 방법
US10296391B2 (en) * 2014-06-30 2019-05-21 Microsoft Technology Licensing, Llc Assigning a player to a machine
US10286326B2 (en) 2014-07-03 2019-05-14 Activision Publishing, Inc. Soft reservation system and method for multiplayer video games
US10001896B2 (en) 2014-09-25 2018-06-19 Oracle International Corporation Gamification platform
US10118099B2 (en) 2014-12-16 2018-11-06 Activision Publishing, Inc. System and method for transparently styling non-player characters in a multiplayer video game
US10315113B2 (en) 2015-05-14 2019-06-11 Activision Publishing, Inc. System and method for simulating gameplay of nonplayer characters distributed across networked end user devices
US20170056766A1 (en) * 2015-08-27 2017-03-02 Sony Interactive Entertainment Network America Llc Electronic processing system with social network mechanism and method of operation thereof
CN105721450B (zh) * 2016-01-27 2020-01-21 网易(杭州)网络有限公司 登录网络游戏的方法、装置和系统
US9993735B2 (en) 2016-03-08 2018-06-12 Electronic Arts Inc. Multiplayer video game matchmaking optimization
US10729975B1 (en) 2016-03-30 2020-08-04 Electronic Arts Inc. Network connection selection processing system
US10286327B2 (en) * 2016-10-21 2019-05-14 Electronic Arts Inc. Multiplayer video game matchmaking system and methods
US10500498B2 (en) 2016-11-29 2019-12-10 Activision Publishing, Inc. System and method for optimizing virtual games
US10091281B1 (en) 2016-12-01 2018-10-02 Electronics Arts Inc. Multi-user application host-system selection system
US11040286B2 (en) 2017-09-27 2021-06-22 Activision Publishing, Inc. Methods and systems for improved content generation in multiplayer gaming environments
US10974150B2 (en) 2017-09-27 2021-04-13 Activision Publishing, Inc. Methods and systems for improved content customization in multiplayer gaming environments
US10561945B2 (en) 2017-09-27 2020-02-18 Activision Publishing, Inc. Methods and systems for incentivizing team cooperation in multiplayer gaming environments
US10864443B2 (en) 2017-12-22 2020-12-15 Activision Publishing, Inc. Video game content aggregation, normalization, and publication systems and methods
JP6908573B2 (ja) * 2018-02-06 2021-07-28 グリー株式会社 ゲーム処理システム、ゲーム処理方法、及びゲーム処理プログラム
US10981067B2 (en) 2018-02-06 2021-04-20 Gree, Inc. Game processing system, method of processing game, and storage medium storing program for processing game
US10835827B1 (en) * 2018-07-25 2020-11-17 Facebook, Inc. Initiating real-time games in video communications
US10765952B2 (en) 2018-09-21 2020-09-08 Sony Interactive Entertainment LLC System-level multiplayer matchmaking
US10695671B2 (en) 2018-09-28 2020-06-30 Sony Interactive Entertainment LLC Establishing and managing multiplayer sessions
US20200155948A1 (en) * 2018-11-19 2020-05-21 Josiah Eatedali Social recommendation, distribution, and display of video game-related products
US11679330B2 (en) 2018-12-18 2023-06-20 Activision Publishing, Inc. Systems and methods for generating improved non-player characters
WO2020153232A1 (fr) * 2019-01-24 2020-07-30 株式会社ソニー・インタラクティブエンタテインメント Dispositif de traitement d'informations, procédé de commande de dispositif de traitement d'informations, et programme
WO2020163941A1 (fr) * 2019-02-11 2020-08-20 Technologies Edgegap Inc. Procédé et contrôleur de sélection de site permettant de sélectionner un site de desserte pour une session
WO2020193108A1 (fr) 2019-03-28 2020-10-01 British Telecommunications Public Limited Company Sélection de concurrents
US11097193B2 (en) 2019-09-11 2021-08-24 Activision Publishing, Inc. Methods and systems for increasing player engagement in multiplayer gaming environments
US11712627B2 (en) 2019-11-08 2023-08-01 Activision Publishing, Inc. System and method for providing conditional access to virtual gaming items
US11338209B2 (en) * 2020-04-23 2022-05-24 Mc Master Of Ceremony Inc Methods, systems, apparatuses, and devices for facilitating conducting a competition between participants
US11351459B2 (en) 2020-08-18 2022-06-07 Activision Publishing, Inc. Multiplayer video games with virtual characters having dynamically generated attribute profiles unconstrained by predefined discrete values
US11524234B2 (en) 2020-08-18 2022-12-13 Activision Publishing, Inc. Multiplayer video games with virtual characters having dynamically modified fields of view
US10984400B1 (en) 2021-01-05 2021-04-20 Mythical, Inc. Systems and methods for using shared user inventory information to initiate a peer-to-peer exchange of a non-fungible digital asset
US11138580B1 (en) 2021-01-05 2021-10-05 Mythical, Inc. Systems and methods for peer-to-peer exchanges of non-fungible digital assets
US11141664B1 (en) 2021-02-25 2021-10-12 Mythical, Inc. Systems and methods for a seller-initiated peer-to-peer exchange of a non-fungible digital asset
US11207604B1 (en) 2021-02-25 2021-12-28 Mythical, Inc. Systems and methods to incentivize particular in-game user behaviors and particular user activities within an online game
US11260304B1 (en) * 2021-04-08 2022-03-01 Mythical, Inc. Provable fairness for challenges among players in an online gaming platform
US11571619B1 (en) * 2021-08-16 2023-02-07 Amazon Technologies, Inc. Cross-region management of game server fleets
US11571618B1 (en) * 2021-08-16 2023-02-07 Amazon Technologies, Inc. Multi-region game server fleets
WO2023055288A1 (fr) * 2021-10-01 2023-04-06 Garena Online Private Limited Procédé d'attribution d'un serveur à des utilisateurs dans un jeu électronique multijoueur

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6345297B1 (en) * 1996-03-21 2002-02-05 Hearme Network match maker
US6352479B1 (en) * 1999-08-31 2002-03-05 Nvidia U.S. Investment Company Interactive gaming server and online community forum
US20040097287A1 (en) * 2002-11-14 2004-05-20 Richard Postrel Method and system for gaming over a computer network

Family Cites Families (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5774668A (en) * 1995-06-07 1998-06-30 Microsoft Corporation System for on-line service in which gateway computer uses service map which includes loading condition of servers broadcasted by application servers for load balancing
US6015348A (en) * 1996-10-18 2000-01-18 Starwave Corporation Scalable game server architecture
US6152824A (en) * 1997-03-06 2000-11-28 Mpath Interactive, Inc. Online gaming architecture
US6038599A (en) * 1997-04-23 2000-03-14 Mpath Interactive, Inc. Latency server and matchmaker
US6699125B2 (en) * 2000-07-03 2004-03-02 Yahoo! Inc. Game server for use in connection with a messenger server
US7914381B2 (en) * 2004-03-16 2011-03-29 Xfire, Inc. System and method for facilitating multiplayer online gaming
US7050868B1 (en) * 2005-01-24 2006-05-23 Microsoft Corporation Bayesian scoring

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6345297B1 (en) * 1996-03-21 2002-02-05 Hearme Network match maker
US6352479B1 (en) * 1999-08-31 2002-03-05 Nvidia U.S. Investment Company Interactive gaming server and online community forum
US20040097287A1 (en) * 2002-11-14 2004-05-20 Richard Postrel Method and system for gaming over a computer network

Cited By (29)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9192859B2 (en) 2002-12-10 2015-11-24 Sony Computer Entertainment America Llc System and method for compressing video based on latency measurements and other feedback
US9314691B2 (en) 2002-12-10 2016-04-19 Sony Computer Entertainment America Llc System and method for compressing video frames or portions thereof based on feedback information from a client device
US9003461B2 (en) 2002-12-10 2015-04-07 Ol2, Inc. Streaming interactive video integrated with recorded video segments
US10201760B2 (en) 2002-12-10 2019-02-12 Sony Interactive Entertainment America Llc System and method for compressing video based on detected intraframe motion
US9032465B2 (en) 2002-12-10 2015-05-12 Ol2, Inc. Method for multicasting views of real-time streaming interactive video
US10130891B2 (en) 2002-12-10 2018-11-20 Sony Interactive Entertainment America Llc Video compression system and method for compensating for bandwidth limitations of a communication channel
US9420283B2 (en) 2002-12-10 2016-08-16 Sony Interactive Entertainment America Llc System and method for selecting a video encoding format based on feedback data
US8893207B2 (en) 2002-12-10 2014-11-18 Ol2, Inc. System and method for compressing streaming interactive video
US9272209B2 (en) 2002-12-10 2016-03-01 Sony Computer Entertainment America Llc Streaming interactive video client apparatus
US9138644B2 (en) 2002-12-10 2015-09-22 Sony Computer Entertainment America Llc System and method for accelerated machine switching
US9084936B2 (en) 2002-12-10 2015-07-21 Sony Computer Entertainment America Llc System and method for protecting certain types of multimedia data transmitted over a communication channel
US9061207B2 (en) 2002-12-10 2015-06-23 Sony Computer Entertainment America Llc Temporary decoder apparatus and method
US8949922B2 (en) 2002-12-10 2015-02-03 Ol2, Inc. System for collaborative conferencing using streaming interactive video
US8964830B2 (en) 2002-12-10 2015-02-24 Ol2, Inc. System and method for multi-stream video compression using multiple encoding formats
US9077991B2 (en) 2002-12-10 2015-07-07 Sony Computer Entertainment America Llc System and method for utilizing forward error correction with video compression
AU2006336232B2 (en) * 2006-01-20 2012-06-21 Microsoft Corporation Computer-based gaming groups
US9827488B2 (en) 2007-09-04 2017-11-28 Sony Interactive Entertainment America Llc System and method for identifying compatible users
US8825802B2 (en) 2007-09-04 2014-09-02 Sony Computer Entertainment America Llc System and method for identifying compatible users
US10369476B2 (en) 2007-09-04 2019-08-06 Sony Interactive Entertainment America Llc System and method for identifying compatible users
EP2227728A4 (fr) * 2007-12-05 2011-04-20 Onlive Inc Vidéo interactive à lecture continue intégrée dans des segments vidéo enregistrés
EP2227728A1 (fr) * 2007-12-05 2010-09-15 Onlive, Inc. Vidéo interactive à lecture continue intégrée dans des segments vidéo enregistrés
US9149721B2 (en) 2008-12-04 2015-10-06 Disney Enterprises, Inc. Communication hub for video game development systems
EP2193828A1 (fr) * 2008-12-04 2010-06-09 Disney Enterprises, Inc. Moyeu de communication pour systèmes de développement de jeu vidéo
US8317606B2 (en) 2008-12-04 2012-11-27 Disney Enterprises, Inc. Live authoring method for real time development of video games
US8176124B2 (en) 2008-12-04 2012-05-08 Disney Enterprises, Inc. Communication hub for video game development systems having a video game development tool and video game platforms with communication libraries
US8840472B2 (en) 2010-06-03 2014-09-23 Ol2, Inc. Graphical user interface, system and method for implementing a game controller on a touch-screen device
US8591334B2 (en) 2010-06-03 2013-11-26 Ol2, Inc. Graphical user interface, system and method for implementing a game controller on a touch-screen device
US8382591B2 (en) 2010-06-03 2013-02-26 Ol2, Inc. Graphical user interface, system and method for implementing a game controller on a touch-screen device
US8788243B2 (en) 2011-02-14 2014-07-22 Disney Enterprises, Inc. Performance metrics gathering from multiple video game platforms

Also Published As

Publication number Publication date
WO2006124811A3 (fr) 2009-04-23
US20060258463A1 (en) 2006-11-16

Similar Documents

Publication Publication Date Title
US20060258463A1 (en) System and method for network interactive game match-up and server selection
US11951402B2 (en) Method of and system for conducting multiple contests of skill with a single performance
US9978217B2 (en) Method of and system for conducting multiple contests of skill with a single performance
US7677970B2 (en) System and method for social matching of game players on-line
US8444492B2 (en) Inter-game interactive hybrid asynchronous computer game infrastructure with social networking
US8221238B1 (en) Determination of a reputation of an on-line game player
US20030190960A1 (en) Method and system for providing access to and administering online gaming leagues and tournaments
US20110269551A1 (en) Computer-based gaming teams
US20120122552A1 (en) Interactive asynchronous game bucketing facility
US20070265043A1 (en) Team-based networked video gaming and automatic event management
US9561433B1 (en) Providing event rewards to players in an online game
KR20020091814A (ko) 네트워크 게임용 서버 장치, 네트워크 게임 관리 방법 및네트워크 게임 관리 프로그램
TWI322024B (en) Game server, method for evaluating spectators, and information recording medium
JP3417936B2 (ja) ネットゲーム用サーバ装置、ネットゲーム管理方法及びネットゲーム管理プログラム
US20150231507A1 (en) Fantasy sports system
US10198901B1 (en) Systems and methods for facilitating group gameplay in an online game
US20200179809A1 (en) Systems and Methods for Enabling Audience Participation in Bonus Game Play Sessions
JP2005267347A (ja) 仮想空間共有装置
KR20130089791A (ko) 온라인 게임 제공 방법, 이를 기록한 기록매체 및 온라인 게임 제공 서버
US20230079509A1 (en) Distribution system, distribution system controlling method, and computer program
LeBlanc Comparing the effect of asymmetry and symmetry on player experience in competitive games
Schjelle Social Status and Hierarchies in Virtual Worlds: A Study of World of Warcraft

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application
NENP Non-entry into the national phase

Ref country code: DE

NENP Non-entry into the national phase

Ref country code: RU

122 Ep: pct application non-entry in european phase

Ref document number: 06770386

Country of ref document: EP

Kind code of ref document: A2