U.S. Pat. No. 10,751,623
INCENTIVIZING PLAYERS TO ENGAGE IN COMPETITIVE GAMEPLAY
AssigneeSony Interactive Entertainment LLC
Issue DateFebruary 28, 2018
Illustrative Figure
Abstract
Techniques for incentivizing completive gameplay include measuring metrics for a plurality of players (e.g., ranked players and non-ranked players) that engage in gameplay, and generating ranked profiles for the ranked players and a non-ranked profile for the non-ranked player based on the metrics. The techniques further include mapping the ranked profiles and the non-ranked profile in a vector-space, where one metric corresponds to one dimension in the vector-space, and presenting a notification to the non-ranked player based on a distance in the vector-space between the non-ranked profile and at least one ranked profile. The notification provides an incentive for the non-ranked player to engage in competitive gameplay.
Description
DETAILED DESCRIPTION As used herein, the term “user” refers to a user of an electronic device(s) and actions performed by the user in the context of computer software shall be considered to be actions to provide an input to electronic device(s) that cause the electronic device to perform steps or operations embodied in computer software. As used herein, the term “ranked” players refers to players who engage in competitive gameplay (e.g., tournaments) against other players over a network (e.g., typically hosted by a multiplayer platform). Ranked players achieve respective ranks or positions based on performance, which can be measured over a single game session, multiple game sessions (e.g., a season), for a specific game, or for a collection of games. The term “non-ranked” players refers to players who do not engage in the same competitive gameplay as the ranked players. The term “competitive gameplay” refers to multiplayer gameplay that counts toward a player's rank. The competitive gameplay is accessible over a network (e.g., typically hosted by a multiplayer platform). Completive gameplay involves players matching up against other players and includes individual matchups as well as team matchups. As mentioned above, an ever-increasing quantity of accessible content as well as competition amongst content providers presents challenges to solicit competitive gameplay participation amongst potential consumers. Moreover, some potential consumers who only participate in non-competitive gameplay may be unaware of tournaments for competitive gameplay and/or may not appreciate the breadth of their own skills. Accordingly, this disclosure describes techniques to incentive consumer engagement in the context of competitive gameplay (e.g., multiplayer gameplay) hosted by a network platform. Referring now to the figures,FIG. 1illustrates a schematic diagram100of an example communication network105. Communication network105is shown for purposes of illustration and represents various types of networks, ranging from local area networks (LANs) to wide area networks ...
DETAILED DESCRIPTION
As used herein, the term “user” refers to a user of an electronic device(s) and actions performed by the user in the context of computer software shall be considered to be actions to provide an input to electronic device(s) that cause the electronic device to perform steps or operations embodied in computer software. As used herein, the term “ranked” players refers to players who engage in competitive gameplay (e.g., tournaments) against other players over a network (e.g., typically hosted by a multiplayer platform). Ranked players achieve respective ranks or positions based on performance, which can be measured over a single game session, multiple game sessions (e.g., a season), for a specific game, or for a collection of games. The term “non-ranked” players refers to players who do not engage in the same competitive gameplay as the ranked players. The term “competitive gameplay” refers to multiplayer gameplay that counts toward a player's rank. The competitive gameplay is accessible over a network (e.g., typically hosted by a multiplayer platform). Completive gameplay involves players matching up against other players and includes individual matchups as well as team matchups.
As mentioned above, an ever-increasing quantity of accessible content as well as competition amongst content providers presents challenges to solicit competitive gameplay participation amongst potential consumers. Moreover, some potential consumers who only participate in non-competitive gameplay may be unaware of tournaments for competitive gameplay and/or may not appreciate the breadth of their own skills. Accordingly, this disclosure describes techniques to incentive consumer engagement in the context of competitive gameplay (e.g., multiplayer gameplay) hosted by a network platform.
Referring now to the figures,FIG. 1illustrates a schematic diagram100of an example communication network105. Communication network105is shown for purposes of illustration and represents various types of networks, ranging from local area networks (LANs) to wide area networks (WANs). LANs typically connect the nodes over dedicated private communications links located in the same general physical location, such as a building or campus. WANs, on the other hand, typically connect geographically dispersed nodes over long-distance communications links, such as common carrier telephone lines, optical lightpaths, synchronous optical networks (SONET), synchronous digital hierarchy (SDH) links, or Powerline Communications (PLC) such as IEEE 61334, IEEE P1901.2, and others.
Communication network105further includes a geographically distributed collection of devices or nodes110, interconnected by communication links120for exchanging data such as data packets140and for transporting data to end nodes or client devices130through, for example, a multiplayer platform125. Multiplayer platform125distributes media content (e.g., audio content, visual content, textual content, etc.) to subscribers such as client devices130. Client devices130include personal computing devices, network game systems (e.g., game consoles, peripheral devices, display hardware, etc.), laptops, tablets, mobile devices, or other devices as is appreciated by those skilled in the art. In operation, a user connects to multiplayer platform125over network105and subscribes to content provided by multiplayer platform125. In this fashion, the user can play, spectate, or otherwise access media content hosted by multiplayer platform125.
Communication links120in network105include wired links or shared media links (e.g., wireless links, PLC links, etc.) where certain devices, such as, e.g., routers, servers, switches, sensors, computers, etc., may be in communication with other devices, based on distance, signal strength, current operational status, location, etc. Those skilled in the art will understand that any number of nodes, devices, links, etc. may be used in communication network105, and that the view shown herein is for purposes of discussion and simplicity, not limitation.
Data packets140represent network traffic/messages exchanged between devices over and within communication network105using predefined network communication protocols such as certain known wired protocols, wireless protocols (e.g., IEEE Std. 802.15.4, WiFi, Bluetooth®, etc.), PLC protocols, or other shared-media protocols where appropriate. In this context, a protocol consists of a set of rules defining how the devices or nodes interact with each other.
FIG. 2illustrates a block diagram of an example network device200that can be used in conjunction with multiplayer platform125(e.g., a component or sub-component of multiplayer platform125) and/or in conjunction with one of client devices130(e.g., a game console system or components thereof). As shown, device200includes one or more network interfaces210, at least one processor220, and a memory240interconnected by a system bus250.
Network interface(s)210contain the mechanical, electrical, and signaling circuitry for communicating data over links coupled to one or more of the networks shown in schematic diagram100. Network interfaces210are configured to transmit and/or receive data using a variety of different communication protocols, as will be understood by those skilled in the art. Moreover, network interfaces210may include input interfaces for providing or receiving user inputs (e.g., from input devices such as touch screens, controller devices, and the like).
Memory240comprises a plurality of storage locations that are addressable by processor220for storing software programs and data structures associated with the embodiments described herein. Processor220comprises elements or logic adapted to execute the software programs and manipulate data structures245. An operating system242, portions of which are typically resident in memory240and executed by processor220, functionally organizes device200by, inter alia, invoking operations in support of software processes and/or services executing on the device. These software processes and/or services may comprise an illustrative “competitive incentive” process/service244. Note that while competitive incentive processes/services244are shown in centralized memory240, these processes/services may be configured to operate in a distributed computing network.
It will be apparent to those skilled in the art that other processor and memory types, including various computer-readable media, may be used to store and execute program instructions pertaining to the techniques described herein. Also, while the description illustrates various processes, it is expressly contemplated that various processes may be embodied as modules configured to operate in accordance with the techniques herein (e.g., according to the functionality of a similar process). Further, while the processes have been shown separately, those skilled in the art will appreciate that processes may be routines or modules within other processes. For example, processor220can include one or more programmable processors, e.g., microprocessors or microcontrollers, or fixed-logic processors. In the case of a programmable processor, any associated memory, e.g., memory240, may be any type of tangible processor readable memory, e.g., random access, read-only, etc., that is encoded with or stores instructions that can implement program modules, e.g., a module having competitive incentive process244encoded thereon. Processor220can also include a fixed-logic processing device, such as an application specific integrated circuit (ASIC) or a digital signal processor that is configured with firmware comprised of instructions or logic that can cause the processor to perform the functions described herein. Thus, program modules may be encoded in one or more tangible computer readable storage media for execution, such as with fixed logic or programmable logic, e.g., software/computer instructions executed by a processor, and any processor may be a programmable processor, programmable digital logic, e.g., field programmable gate array, or an ASIC that comprises fixed digital logic, or a combination thereof. In general, any process logic may be embodied in a processor or computer readable medium that is encoded with instructions for execution by the processor that, when executed by the processor, are operable to cause the processor to perform the functions described herein.
FIG. 3illustrates a schematic diagram300of an incentive module305. Incentive module305includes two sub-modules—namely, a metric extraction module306and a mapping module307. Notably, incentive module305may represent components or sub-components of device200and/or multiplayer platform125. For example, incentive module305may perform operations described by competitive incentive process/service244.
In operation, metric extraction module306monitors gameplay (e.g., actions/interactions) for game sessions. In particular, metric extraction module306monitors gameplay corresponding to specific players, including non-ranked player310(player 1) as well as ranked players320(player 2, player 3, player 4, and so on). As mentioned above, the gameplay for ranked players320can include competitive gameplay (typically hosted by a multiplayer platform) and gameplay for non-ranked players310includes non-competitive gameplay such as local gameplay, non-network gameplay, or other non-ranked gameplay. Metric extraction module306operates in conjunction with metric extraction module306and extracts metrics such as “gameplay metrics” associated with game sessions. As shown, examples of gameplay metrics include a time to acquire a target (e.g., when a player or object is present in a frame), a number of head shots, a gameplay distance corresponding to successful headshots, a button press speed, a number of points achieved, a transition time between gameplay events or milestones, an orientation of a player and/or controller, a gameplay location (e.g., on a world map for the game session), an axial direction or angular momentum of a character in the gameplay session (and/or hardware controllers associated with a player), inventory, and so on. The gameplay metrics are typically extracted and organized according to each player, and can include real-world metrics measured by hardware (e.g., input controllers) or virtual metrics measured by actions, interactions, etc. by a character in a game session. Collectively, the gameplay metrics include a comprehensive data set that represents every move, action, interaction, and so on in a game session. Accordingly, the gameplay metrics can be used to recreate or simulate gameplay by a particular player in a subsequent game session (e.g., a non-competitive or competitive game session, as appropriate). For example, the gameplay metrics for a ranked player may be used to simulate a matchup against a non-ranked player in non-competitive game session such as a non-network game session, a local game session, a non-ranked game session, etc.
Mapping module307receives the gameplay metrics from metric extraction module306and creates profiles based on respective gameplay metrics. For example, mapping module307creates ranked profiles corresponding to ranked players320and a non-ranked profile corresponding to player310, and maps these profiles in a vector-space (e.g., an n-dimensional vector-space). With respect to mapping the profiles, mapping module307determines vector-space positions for profiles corresponding to player 1 (P1), player 2 (P2), player 3 (P3), and player 4 (P4). Notably, the vector-space can include (or exclude) any number of axis where each axis corresponds to a gameplay metric. For example, dimension1corresponds to a first metric, dimension2corresponds to a second gameplay metric, dimension3corresponds to a third gameplay metric, and so on.
Incentive module305further analyzes, as discussed in greater detail below, the respective positions for profiles in the vector-space to determine relative distances (and/or position vectors with corresponding angles (α)) and compares non-ranked profiles with ranked profiles.
FIG. 4illustrates a schematic diagram400of incentive module305, further showing an analysis module407, which operates in conjunction with mapping module307, and a notification module408, which provides notifications to incentivize non-ranked players to participate in competitive gameplay.
As discussed above, metric extraction module306extracts gameplay metrics and mapping module307maps profiles in a vector-space based on respective gameplay metrics. Here, analysis module407analyzes positions and determines distances between respective profiles. For example, analysis module407determines a distance “d1” between the profile P1 (corresponding non-ranked player 1) and the profile P2 (corresponding to ranked player 2). Notification module408further compares the distance d1to a threshold distance and, when distance d1is within the threshold distance, presents a notification to a client device410client associated with non-ranked player 1. Here, the notification is illustrated by an incentive410, which solicits and/or provides an incentive for non-ranked player 1 to engage in competitive gameplay.
Put differently, incentive410represents a solicitation to incentivize non-ranked player 1 to engage in competitive gameplay with ranked players. Incentive410can include, for example, a gameplay challenge (e.g., an invitation) between non-ranked player 1 and a ranked player (e.g., here, ranked player 2), a tournament invitation, a schedule of one or more tournaments, a predicted rank for one or more game sessions of non-competitive gameplay (e.g., if non-ranked player 1 participated in competitive gameplay), a predicted award for one or more game sessions of competitive gameplay (e.g., a point award, a monetary award, a gift certificate, a voucher, a coupon, etc.), a subscription to a service or a game, and so on.
FIG. 5illustrates a schematic diagram500of a vector-space, showing respective positions for ranked profiles and a non-ranked profile as well as groupings of ranked players into tiers—here, “Tier 1”, “Tier 2”, “Tier 3”, and “un-ranked”. As shown, the vector-space includes dimensions corresponding to certain gameplay metrics such as “transition time”, “head-shots”, and “level” where one dimension corresponds to one gameplay metric. In addition, the vector-space also includes a non-ranked profile505in proximity to ranked profiles grouped in Tier 2.
Incentive module305creates the vector-space shown in schematic diagram500based on gameplay metrics associated with players. For example, incentive module305monitors gameplay for game sessions and extracts gameplay metrics for respective players (e.g., ranked and non-ranked players). Incentive module305further creates profiles and maps the profiles to respective positions in the vector-space. As illustrated, incentive module305analyzes positions for the profiles and determines a rank or grouping based on distances between the positions. In this fashion, profiles in relative proximity to each other are grouped into a tier.
Incentive module305further maps non-ranked profile505in the vector-space and determines its position is within the Tier 2 rank. For example, incentive module305may determine non-ranked profile505is within a threshold distance to one or more ranked profiles grouped in or associated with Tier 2. Alternatively, incentive module305may develop a group criteria that describes the ranked profiles within Tier 2 as a whole and compare a distance between the non-ranked profile505in the vector-space to the group criteria.
FIG. 6illustrates a schematic diagram600that shows vector-spaces for a first game—“Game 1”—and a vector-space for a second game—“Game 2”. As shown, incentive module305performs the above-discussed operations, extracts gameplay metrics, creates vector-spaces, and maps profiles for each game. A non-ranked profile605mapped in the vector-space for Game 1 does not fall within a threshold distance of the Tier 1 group criteria and/or any ranked profiles associated with the Tier 1 group. However, this non-ranked profile605is within the threshold distance of the Tier 1 group criteria (and/or one or more ranked profiles associated with the Tier 1 group) in the vector-space Game 2, which uses the same gameplay metrics for the same dimensions. That is, certain gameplay metrics may be advantageous for one game, but may hinder success in another game.
Moreover, in some instances, the player associated with non-ranked profile605may not have played Game 2 (e.g., may not have engaged in gameplay for game sessions associated with Game 2). In these instances, incentive module305can discover new games (here Game 2) that may interest the player associated with non-ranked profile605and provide a recommendation regarding potential interest to the non-ranked player associated with non-ranked profile605. For example, incentive module305may determine the gameplay metrics for non-ranked profile605may lead to success in another game based on the proximity of non-ranked profile605to ranked profiles associated with successful players in Game 2. In turn, incentive module305may provide a notification (e.g., using notification module408) to the player associated with the non-ranked profile605and recommend Game 2. The notification can include, for example, an incentive regarding a potential rank, suitable skillset, awards, and so on, for competitive gameplay in Game 2.
FIG. 7illustrates a schematic diagram700of incentive module305, showing a selection of incentives in a notification based on distances between the profiles in the vector-space. In particular, schematic diagram700illustrates operations by incentive module305to select different incentives to present to client device410. Here, incentive module305determines a distance (d2) between a non-ranked profile705and a ranked profile710. Incentive module305further selects an incentive—“incentive 2” based on distance (d2) and sends a notification to client device410with incentive 2.
In this fashion, incentive module305can map different incentives to different distance thresholds in the vector-space and provide incentives based on the same. For example, as the non-ranked profile705approaches or becomes closer to ranked profile710, the incentives may change to further encourage the non-ranked player to engage in competitive gameplay.
FIG. 8illustrates an example simplified procedure800for incentivizing competitive gameplay for non-ranked players, particularly from the perspective of an incentive module such as incentive module305. While procedure800describes operations performed by incentive module305, it is appreciated such operations are not intended to be limited to incentive module305—it is appreciated such operations may be performed by portions of the incentive module and/or by other devices such as game consoles, network game systems, multiplayer platforms, and the like.
Procedure800begins at step805and continues to step810where, as discussed above, the incentive module measures metrics (e.g., gameplay metrics) for players engaged in gameplay (e.g., competitive gameplay, non-competitive gameplay, etc.). The incentive module further generates, at step815, profiles based on the metrics for each player. For example, the profiles can include ranked profiles for ranked players and non-ranked profiles for non-ranked players.
The incentive module also maps, at step820, the profiles for corresponding players in a vector-space. Here, the vector-space can include dimensions for corresponding metrics where one dimension corresponds to one metric. In addition, as mentioned above, the incentive module can also define tiers (e.g., Tier 1, Tier 2, etc.) or groups for co-located or proximately located ranked profiles in the vector-space.
The incentive module analyzes and determines, at step825, relative distances (and/or angles between vectors) between the non-ranked profile and one or more ranked profiles in the vector-space. The incentive module may also compare the relative distances to a distance threshold to determine when the non-ranked profile is proximately located to a ranked profile. When the distance between the non-ranked profile and one or more ranked profiles (and/or criteria describing a tier) is within the distance threshold, the incentive module further presents, at step830, a notification to the non-ranked player to incentive the non-ranked player to engage in competitive gameplay. For example, the incentive can be in various forms such as a gameplay challenge between the non-ranked player and the ranked player(s), a tournament invitation for the non-ranked player, a schedule of one or more tournaments, a predicted rank (either a global rank or a rank for a particular game session of competitive gameplay), a predicted award for one or more game sessions of competitive gameplay, and so on. Procedure800subsequently ends at step835, but may continue on to step810where the incentive module measures gameplay metrics for players.
It should be noted some steps within procedures800may be optional, and further the steps shown inFIG. 8are merely examples for illustration, and certain other steps may be included or excluded as desired. Further, while a particular order of the steps is shown, this ordering is merely illustrative, and any suitable arrangement of the steps may be utilized without departing from the scope of the embodiments herein.
The techniques described herein, therefore, provide incentives to encourage non-ranked players to engage in competitive gameplay. While there have been shown and described illustrative embodiments to provide incentives based on vector-space positions of corresponding profiles, it is to be understood that various other adaptations and modifications may be made within the spirit and scope of the embodiments herein. For example, the embodiments have been shown and described herein with relation to certain systems, platforms, devices, and/or modules performing specific operations. However, the embodiments in their broader sense are not as limited, and may, in fact, such operations and similar functionality may be performed by any combination of the devices shown and described.
The foregoing description has been directed to specific embodiments. It will be apparent, however, that other variations and modifications may be made to the described embodiments, with the attainment of some or all of their advantages. For instance, it is expressly contemplated that the components and/or elements described herein can be implemented as software being stored on a tangible (non-transitory) computer-readable medium, devices, and memories (e.g., disks/CDs/RAM/EEPROM/
etc.) having program instructions executing on a computer, hardware, firmware, or a combination thereof. Further, methods describing the various functions and techniques described herein can be implemented using computer-executable instructions that are stored or otherwise available from computer readable media. Such instructions can comprise, for example, instructions and data which cause or otherwise configure a general purpose computer, special purpose computer, or special purpose processing device to perform a certain function or group of functions. Portions of computer resources used can be accessible over a network. The computer executable instructions may be, for example, binaries, intermediate format instructions such as assembly language, firmware, or source code. Examples of computer-readable media that may be used to store instructions, information used, and/or information created during methods according to described examples include magnetic or optical disks, flash memory, USB devices provided with non-volatile memory, networked storage devices, and so on. In addition, devices implementing methods according to these disclosures can comprise hardware, firmware and/or software, and can take any of a variety of form factors. Typical examples of such form factors include laptops, smart phones, small form factor personal computers, personal digital assistants, and so on. Functionality described herein also can be embodied in peripherals or add-in cards. Such functionality can also be implemented on a circuit board among different chips or different processes executing in a single device, by way of further example. Instructions, media for conveying such instructions, computing resources for executing them, and other structures for supporting such computing resources are means for providing the functions described in these disclosures. Accordingly this description is to be taken only by way of example and not to otherwise limit the scope of the embodiments herein. Therefore, it is the object of the appended claims to cover all such variations and modifications as come within the true spirit and scope of the embodiments herein.
Claims
- A method for incentivizing competitive gameplay, the method comprising: receiving gameplay data from a plurality of players in a multiplayer network, the gameplay data received from respective player devices over a communication network, the players including ranked players and a non-ranked player;evaluating metrics for each of the plurality of players based on the respective gameplay data;generating ranked profiles for the ranked players based on the metrics;generating a non-ranked profile for the non-ranked player based on the metrics;mapping the ranked profiles and the non-ranked profile in a vector-space, wherein one metric corresponds to one dimension in the vector-space;presenting a notification to the non-ranked player based on a distance in the vector-space between the non-ranked profile and at least one ranked profile, wherein the notification provides an incentive for the non-ranked player to engage in competitive gameplay;defining at least one tier to group a portion of the ranked players in the vector-space based on relative positions of the ranked profiles for the portion of the ranked players;and determining the distance in the vector-space between the non-ranked profile and the at least one ranked profile, wherein presenting the notification further comprises presenting the notification to indicate a potential rank corresponding to the at least one tier when the distance in the vector-space is within a threshold distance.
- The method of claim 1 , further comprising mapping different incentives to different distance thresholds in the vector-space.
- The method of claim 1 , wherein evaluating the metrics for the plurality of players further comprises: measuring the metrics for the ranked players that engage in network gameplay;and measuring the metrics for the non-ranked player that engages in non-network gameplay.
- The method of claim 1 , wherein the metrics include ranked metrics for the ranked players that engage in network gameplay, and further comprising: simulating the network gameplay in a non-network game session based on the ranked metrics;and hosting the non-networked game session for the non-ranked player.
- The method of claim 4 , wherein evaluating the metrics for the plurality of players further comprises measuring the metrics for the non-ranked player in the non-networked game session.
- The method of claim 1 , wherein the metrics include ranked metrics for gameplay associated with a first game and a second game and non-ranked metrics for gameplay associated with the first game, wherein the vector-space includes a first vector-space associated with the first game and a second vector-space associated with the second game, wherein mapping the ranked profiles and the non-ranked profile further comprises mapping the non-ranked profile in the second vector-space based on non-ranked metrics for gameplay associated with the first game.
- The method of claim 6 , further comprising providing a recommendation to the non-ranked player regarding the second game based on a distance in the second vector-space between the non-ranked profile and at least one ranked profiles.
- The method of claim 1 , wherein at least a portion of the gameplay is associated with one or more game sessions hosted over a network by a multiplayer platform.
- The method of claim 1 , wherein the incentive includes at least one of a gameplay challenge between the non-ranked player and at least one ranked player, a tournament invitation for the non-ranked player, a schedule of one or more tournaments, a predicted rank for one or more game sessions of competitive gameplay, a predicted award for one or more game sessions of competitive gameplay, a monetary award, or a subscription to one or more competitive gameplay sessions.
- The method of claim 1 , wherein the incentive includes a first incentive and a second incentive different from the first incentive, and further comprising: assigning the first incentive to a first threshold distance;assigning the second incentive to a second threshold distance;determining the distance in the vector-space between the non-ranked profile and at least one ranked profile is within the first threshold distance;and selecting the first incentive to present in the notification.
- A system for incentivizing competitive gameplay, the system comprising: a network interface to communicate over one or more communication networks, wherein the network interface receives gameplay data from a plurality of players in a multiplayer network, the gameplay data received from respective player devices over a communication network, the players including ranked players and a non-ranked player;and a processor that executes instructions stored in memory, wherein the processor executes instructions to: evaluate metrics for a plurality of players based on the respective gameplay data;generate ranked profiles for the ranked players based on the metrics;generate a non-ranked profile for the non-ranked player based on the metrics;map the ranked profiles and the non-ranked profile in a vector-space, wherein one metric corresponds to one dimension in the vector-space;generate a notification to the non-ranked player based on a distance in the vector-space between the non-ranked profile and at least one ranked profile, wherein the notification provides an incentive for the non-ranked player to engage in competitive gameplay;define at least one tier to group a portion of the ranked players in the vector-space based on relative positions of the ranked profiles for the portion of the ranked players;and determine the distance in the vector-space between the non-ranked profile and the at least one ranked profile, wherein presenting the notification comprises indicating a potential rank corresponding to the at least one tier when the distance in the vector-space is within a threshold distance.
- The system of claim 11 , wherein the processor executes further instructions to map different incentives to different distance thresholds in the vector-space.
- The system of claim 11 , wherein the processor executes further instructions to: measure the metrics for the ranked players that engage in network gameplay;and measure the metrics for the non-ranked player that engages in non-network gameplay.
- The system of claim 11 , wherein the metrics include ranked metrics for the ranked players that engage in network gameplay, and wherein the processor executes further instructions to: simulate the network gameplay in a non-network game session based on the ranked metrics;and host the non-networked game session for the non-ranked player.
- The system of claim 14 , wherein the processor evaluates the metrics for the plurality of players by measuring the metrics for the non-ranked player in the non-networked game session.
- The system of claim 11 , wherein at least a portion of the gameplay is associated with one or more game sessions hosted over a network by a multiplayer platform.
- The system of claim 11 , wherein the incentive includes a first incentive and a second incentive different from the first incentive, and wherein the processor executes further instructions to: assign the first incentive to a first threshold distance assign the second incentive to a second threshold distance;determine profile is within the first threshold distance;and select the first incentive to present in the notification.
- A non-transitory, computer-readable storage medium, having instructions encoded thereon, the instructions executable by a processor to perform a method for incentivizing competitive gameplay, the method comprising: receiving gameplay data from a plurality of players in a multiplayer network, the gameplay data received from respective player devices over a communication network, the players including ranked players and a non-ranked player;evaluating metrics for each of the plurality of players based on the respective gameplay data;generating ranked profiles for the ranked players based on the metrics;generating a non-ranked profile for the non-ranked player based on the metrics;mapping the ranked profiles and the non-ranked profile in a vector-space, wherein one metric corresponds to one dimension in the vector-space;presenting a notification to the non-ranked player based on a distance in the vector-space between the non-ranked profile and at least one ranked profile, the notification providing an incentive for the non-ranked player to engage in competitive gameplay, wherein presenting a notification indicates a potential rank corresponding to the at least one tier when the distance in the vector-space is within a threshold distance;defining at least one tier to group a portion of the ranked players in the vector-space based on relative positions of the ranked profiles for the portion of the ranked players;and determining the distance in the vector-space between the non-ranked profile and the at least one ranked profile.
- The non-transitory, computer-readable storage medium of claim 18 , further comprising instructions executable to map different incentives to different distance thresholds in the vector-space.
- The non-transitory, computer-readable storage medium of claim 18 , wherein at least a portion of the gameplay is associated with one or more game sessions hosted over a network by a multiplayer platform.
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