U.S. Pat. No. 10,765,952

SYSTEM-LEVEL MULTIPLAYER MATCHMAKING

AssigneeSony Interactive Entertainment LLC

Issue DateSeptember 21, 2018

Illustrative Figure

Abstract

A system and method for providing system-level multiuser matchmaking is provided. A user selection specifying a multiuser activity associated with an interactive content title is received. An activity template associated with the selected activity is retrieved and the retrieved activity template includes activity requirements required to launch the selected activity. A new multiuser session having session requirements is established, and the session requirements are based on at least the activity requirements. The user device and at least one peer device identified based on the session requirements is added to the new multiuser session. The selected activity is launched in the new multiuser session.

Description

DETAILED DESCRIPTION The detailed description set forth below is intended as a description of various configurations of the subject technology and is not intended to represent the only configurations in which the technology can be practiced. The appended drawings are incorporated herein and constitute a part of the detailed description. The detailed description includes specific details for the purpose of providing a more thorough understanding of the technology. However, it will be clear and apparent that the technology is not limited to the specific details set forth herein and may be practiced without these details. In some instances, structures and components are shown in block diagram form in order to avoid obscuring the concepts of the subject technology. Embodiments of the present invention include systems and methods for system-level multiuser matchmaking. A user may select an activity that requires multiple users to participate in the activity. Such activity may be associated with an interactive content title. The user may be matched to an existing active multiuser session associated with the selected activity, or a new multiuser session may be generated if the user does not match to an existing multiuser session. Such multiuser sessions may have session requirements or qualifications that a user and/or peers must have in order to join a particular multiuser session. FIG. 1illustrates a network environment100in which a system for system-level multiuser matchmaking can occur. The network environment100may include one or more interactive content source servers110that provide interactive content (e.g., video games, interactive video, etc.), platform servers120, and one or more user devices140. Interactive content source servers110may maintain and host interactive content titles available for play to a user device140over a communication network. Such interactive content servers110may be implemented in the cloud (e.g., one or more cloud servers). Each interactive content title may include one or ...

DETAILED DESCRIPTION

The detailed description set forth below is intended as a description of various configurations of the subject technology and is not intended to represent the only configurations in which the technology can be practiced. The appended drawings are incorporated herein and constitute a part of the detailed description. The detailed description includes specific details for the purpose of providing a more thorough understanding of the technology. However, it will be clear and apparent that the technology is not limited to the specific details set forth herein and may be practiced without these details. In some instances, structures and components are shown in block diagram form in order to avoid obscuring the concepts of the subject technology.

Embodiments of the present invention include systems and methods for system-level multiuser matchmaking. A user may select an activity that requires multiple users to participate in the activity. Such activity may be associated with an interactive content title. The user may be matched to an existing active multiuser session associated with the selected activity, or a new multiuser session may be generated if the user does not match to an existing multiuser session. Such multiuser sessions may have session requirements or qualifications that a user and/or peers must have in order to join a particular multiuser session.

FIG. 1illustrates a network environment100in which a system for system-level multiuser matchmaking can occur. The network environment100may include one or more interactive content source servers110that provide interactive content (e.g., video games, interactive video, etc.), platform servers120, and one or more user devices140.

Interactive content source servers110may maintain and host interactive content titles available for play to a user device140over a communication network. Such interactive content servers110may be implemented in the cloud (e.g., one or more cloud servers). Each interactive content title may include one or more activities available within the content title. The one or more activities may be playable by a single user or by multiple users. Each interactive content title may include one or more templates corresponding to one or more activities available within the content title. Each template may provide a structured data set regarding the corresponding activities and that may be used as the basis for tracking and displaying information regarding the corresponding activities in real-time.

In one example, the interactive content title is a video game title, and the one or more templates may correspond to different modes of competitive gameplay available within that game title. In another example, the one or more templates may correspond to different chapters of an interactive storyline. Each template may be associated with a portion of the interactive content title where the corresponding activity starts within the interactive content title. For example, the template may include a waypoint within a portion of a game (e.g., at a specific game environment location at a specific point in time in the game storyline) where an activity starts. In another example, the template may virtually teleport a character of the user to the location within the game environment that is closest to the start of the associated activity. The template may also be associated with matchmaking so as to assign the user to a competitive match (e.g., by skill, experience level, or availability of other peers). Such template associated with the matchmaking may further provide activity requirements (e.g., number of players maximum and/or minimum, skill level and/or rank, character level and/or rank, user device requirements, etc.) required to launch the selected activity (e.g., competitive match). Each template may be updated, edited, or removed, or new templates may be created. The one or more templates may be stored at the interactive content source servers110or at platform server120and retrieved therefrom.

The platform servers120may be responsible for communicating with the different interactive content source servers110in order to match a user to one of a plurality of active multiuser sessions associated with a selected activity. Such platform servers120may be implemented on one or more cloud servers. The interactive content source servers110may communicate with multiple platform servers120. The platform servers120may also carry out instructions, for example, for generating a multiuser session having session requirements. Such session requirements may be based off of the activity requirements (e.g., maximum and/or minimum number of players, skill level and/or rank, character level and/or rank, user device requirements, etc.) of the template associated with the selected activity. The multiuser session may be established by a platform server120associated with a user or with a peer. Such multiuser session can include two or more users and can provide communication between the users (e.g., voice chat, video chat, direct messaging, text chat, etc.) within the multiuser session. The platform servers120may further carry out instructions, for example, to automatically launch the selected activity within the multiuser session in accordance with the activity template.

The interactive content titles and their corresponding activities may be provided through an application programming interface (API)130, which allows various types of interactive content sources server110to communicate with different platform servers120and different user devices140. API130may be specific to the particular computer programming language, operating system, protocols, etc., of the interactive content source servers110providing the interactive content titles, the platform servers120providing the associated templates, and user devices140receiving the same. In a network environment100that includes multiple different types of interactive content source servers110(or platform servers120or user devices140), there may likewise be a corresponding number of APIs130.

The user device140may include a plurality of different types of computing devices. For example, the user device140may include any number of different gaming consoles, mobile devices, laptops, and desktops. Such user devices140may also be configured to access data from other storage media, such as, but not limited to memory cards or disk drives as may be appropriate in the case of downloaded services. Such devices140may include standard hardware computing components such as, but not limited to network and media interfaces, non-transitory computer-readable storage (memory), and processors for executing instructions that may be stored in memory. These user devices140may also run using a variety of different operating systems (e.g., iOS, Android), applications or computing languages (e.g., C++, JavaScript). An exemplary user device140is described in detail herein with respect toFIG. 4.

FIG. 2is a flowchart illustrating an exemplary method200for system-level multiuser matchmaking when a match for a user to an existing multiuser session does not occur. The method200ofFIG. 2may be embodied as executable instructions in a non-transitory computer readable storage medium including but not limited to a CD, DVD, or non-volatile memory such as a hard drive. The instructions of the storage medium may be executed by a processor (or processors) to cause various hardware components of a computing device hosting or otherwise accessing the storage medium to effectuate the method. The execution of the instructions may be implemented on the cloud servers (e.g., the steps identified inFIG. 2are performed in the cloud). The steps identified inFIG. 2(and the order thereof) are exemplary and may include various alternatives, equivalents, or derivations thereof including but not limited to the order of execution of the same.

In step210, a user selection of an activity associated with an interactive content title is received by the platform server120. Such activity may be an activity requiring multiple user participation (e.g., a dungeon, multi-user quest, competitive match, etc.). Such selection may occur while a user is participating in a different activity of the same or different interactive content title.

In step220, data relating to a plurality of active multiuser sessions associated with the activity may be retrieved from the interactive content source servers110by the platform server120. Such data may include data regarding each active multiuser session available for matchmaking. Such active multiuser sessions may be in various states of progression (e.g., may need one user or may need multiple users to participate in the specified activity, etc.). Such active multiuser sessions may also have session requirements restricting which users can join the active multiuser session. For example, a multiuser session may require that a character of the user has a minimum skill level.

In step230, matching may occur between a user associated with the user selection and the plurality of active multiuser sessions by the platform server120. Such matching may be based on the user and the data regarding each active multiuser session. During matching (which may occur in the background), the user may continue to participate in other activities of other interactive content titles. Such matching may yield a no-match when the user does not match any of the active multiuser sessions. No-match may occur, for example, when the user does not meet the session requirements of any active multiuser session. When no-match occurs, a new multiuser session may be established, as discussed below. Such matchmaking may occur in the background as the user device is participating in related or unrelated activities in the same or different game title. As such, the platform server120may further maintain information regarding active game sessions and status thereof in real-time or near real-time. Further, user devices already participating in multiuser sessions may not be allowed to initiate background matchmaking to avoid sessions being matched to missing players. In some embodiments, the user device may be placed in a waiting state until it has exited a current session.

In step240, an activity template associated with the selected activity and stored at the interactive content source servers110may be retrieved by the platform server120. Such activity template may include activity requirements required to launch the selected activity. Such activity requirements may regard hardware, software, user, and/or peer requirements in addition to maximum and/or minimum numbers of users required to begin the activity.

In step250, a multiuser session having session requirements may be established by the platform server120or the interactive content source servers110. Such session requirements may be based on the retrieved activity requirements. For example, the activity requirements—and subsequently the session requirements—may require four users each using a certain user device (e.g., Sony PlayStation®). Such session requirements may also be based on a user profile associated with the user. Such user profile may be stored in memory at the platform servers120or the user device140. Such user profile may include user data (e.g., peer skills, character levels and/or skills, hours played, type of games played, etc.), data regarding an associated user device (e.g., hardware components and capabilities, software, router information, geolocation etc.), and/or user device peripherals (e.g., microphone, camera, mouse, controller, devices, etc.). For example, a session requirement may require that peer characters either match or exceed a user character's level. In another example, the session requirement may require that a user device be capable of performing host duties, which may be indicated by the user profile as to user device capabilities.

In step260, the user and at least one peer user may be added to the multiuser session by the platform server120. The peer may be added based on the peer (and/or peer device and peripherals) meeting the session requirements. Such match may include retrieving a peer profile associated with the peer. Such peer profile may be stored in memory at the platform servers120or the user devices140. Such peer profile may include peer data (e.g., peer skills, character levels and/or skills, hours played, type of games played, etc.), data regarding an associated peer device (e.g., hardware components and capabilities, software, router information, geolocation etc.), and/or peer device peripherals (e.g., microphone, camera, mouse, controller, devices, etc.). Such peer profile may be used to rank multiple peers for a multiuser session and can provide backup peers if a selected peer removes themselves from the multiuser session. For example, seven peers may match to a multiuser session requiring three peers. Three peers may be selected to join the multiuser session, and the four remaining peers may be ranked to determine which remaining peer may replace a peer that may leave the multiuser session.

In step270, the selected activity may be launched by the interactive content source servers110or the platform server120within the multiuser session. Such launched activity may be a competitive match that requires two or more participants, thereby requiring matchmaking between different users (who may be in different multiuser sessions) and the competitive match. Such competitive match may have competitive match requirements regarding which multiuser sessions can be joined so that its respective users can participate in the competitive match. In such competitive match, one or more multiuser sessions are matched to the competitive match based on the user and peers within each multiuser session and the competitive match requirements. For example, a first multiuser session and a second multiuser session may be identified for the competitive match based on the similarities between the users of the first multiuser session and the users of the second multiuser session. Such first multiuser session and second multiuser session could then be merged or otherwise connected, so that the respective users can participate in the same competitive match (e.g., to compete against each other or cooperate together against a common third party (e.g., a boss, another multiuser sessions, etc.)).

FIG. 3is a flowchart illustrating an exemplary method300for system-level multiuser matchmaking when a match for a user to an existing multiuser session occurs. The method300ofFIG. 3may be embodied as executable instructions in a non-transitory computer readable storage medium including but not limited to a CD, DVD, or non-volatile memory such as a hard drive. The instructions of the storage medium may be executed by a processor (or processors) to cause various hardware components of a computing device hosting or otherwise accessing the storage medium to effectuate the method. The execution of the instructions may be implemented on the cloud servers160(e.g., the steps identified inFIG. 3are performed in the cloud). The steps identified inFIG. 3(and the order thereof) are exemplary and may include various alternatives, equivalents, or derivations thereof including but not limited to the order of execution of the same.

At step310, a user selection of an activity associated with an interactive content title is received by the platform server120. Such activity may be an activity requiring multiple user participation (e.g., a dungeon, multi-user quest, competitive match, etc.).

At step320, a plurality of active multiuser sessions associated with the activity may be retrieved from the interactive content source servers110by the platform server120. As described above, such active multiuser sessions may be in various states of progression (e.g., may need one or multiple more users). Such active multiuser sessions may also have session requirements restricting which users can join the active multiuser session. For example, a multiuser session (e.g., for a specific activity within a specific game title) may require that a character of the user has a minimum skill level. Such session requirements may also be based on one or more peer profiles of corresponding one or more peers already joined to the multiuser session. Such peer profile may include peer data regarding each peer (e.g., peer skills, character levels and/or skills, hours played, type of games played, etc.), an associated peer device (e.g., hardware components and capabilities, software, router information, geolocation etc.), and/or peer device peripherals (e.g., microphone, camera, mouse, controller, devices, etc.).

At step330, a user profile associated with the user may be retrieved from memory stored on the platform server120or the user device140by the platform server120. Such user profile may include user data regarding the user (e.g., peer skills, character levels and/or skills, hours played, type of games played, etc.), an associated user device (e.g., hardware components and capabilities, software, router information, geolocation etc.), and/or user device peripherals (e.g., microphone, camera, mouse, controller, devices, etc.).

At step340, the user may be matched to one of the multiuser sessions by the platform server120; and at step350, the user device may be added to the matched multiuser session by the platform server120. Such match may be based on a match between the session requirements and user data, user device data, and/or user device peripheral data from the user profile. For example, the session requirement may require that the user has previously participated in the selected activity, and the user data may indicate that the user has participated in the selected activity multiple times. Such session requirement may indicate that users with experience in the selected activity is required or desired to join the multiuser session.

After the selected activity is completed, the multiuser session may remain intact outside of the selected activity. A user or a peer of the multiuser session may then select another activity to participate in together. For example, the user and the peer may be part of the same system-level voice chat group (or other defined group). Such selected activity may or may not require further matchmaking between the multiuser session and the selected activity. Such multiuser session allows the user and peers to remain together when leaving and entering activities. As such, the user and peers do not need to engage in individual matchmaking for each different activity. In other words, a user can participate in multiple different activities with the same multiuser session and peers, thereby eliminating the conventional step of individual matchmaking by each user and each peer for each new activity.

Performing multiuser matchmaking at the platform server120may further simplify the steps to participate in an activity requiring multiple user participation by eliminating the step of launching the interactive title before matchmaking. Stated differently, the user simply selects a multiuser activity template from a user interface on the platform server120, which initiates matchmaking. After matchmaking is completed, the multiuser activity launches, and the user can begin immediate interaction with the multiuser activity, thereby bypassing the conventional steps of launching the interactive content title, selecting a multiuser activity, and waiting for matchmaking to occur within the interactive content title.

FIG. 4is an exemplary user electronic entertainment system that may be used in launching interactive content and providing dynamic interfaces. The entertainment system400ofFIG. 4includes a main memory405, a central processing unit (CPU)410, vector unit415, a graphics processing unit420, an input/output (I/O) processor425, an I/O processor memory430, a peripheral interface435, a memory card440, a Universal Serial Bus (USB) interface445, and a communication network interface450. The entertainment system400further includes an operating system read-only memory (OS ROM)455, a sound processing unit460, an optical disc control unit470, and a hard disc drive465, which are connected via a bus475to the I/O processor425.

Entertainment system400may be an electronic game console. Alternatively, the entertainment system400may be implemented as a general-purpose computer, a set-top box, a hand-held game device, a tablet computing device, a virtual reality device, an augmented reality device, or a mobile computing device or phone. Entertainment systems may contain more or less operating components depending on a particular form factor, purpose, or design.

The CPU410, the vector unit415, the graphics processing unit420, and the I/O processor425ofFIG. 4communicate via a system bus485. Further, the CPU410ofFIG. 4communicates with the main memory405via a dedicated bus480, while the vector unit415and the graphics processing unit420may communicate through a dedicated bus490. The CPU410ofFIG. 4executes programs stored in the OS ROM455and the main memory405. The main memory405ofFIG. 4may contain pre-stored programs and programs transferred through the I/O Processor425from a CD-ROM, DVD-ROM, or other optical disc (not shown) using the optical disc control unit470. I/O Processor425ofFIG. 4may also allow for the introduction of content transferred over a wireless or other communications network (e.g., 4G, LTE, 1G, and so forth). The I/O processor425ofFIG. 4primarily controls data exchanges between the various devices of the entertainment system400including the CPU410, the vector unit415, the graphics processing unit420, and the peripheral interface435.

The graphics processing unit420ofFIG. 4executes graphics instructions received from the CPU410and the vector unit415to produce images for display on a display device (not shown). For example, the vector unit415ofFIG. 4may transform objects from three-dimensional coordinates to two-dimensional coordinates, and send the two-dimensional coordinates to the graphics processing unit420. Furthermore, the sound processing unit460executes instructions to produce sound signals that are outputted to an audio device such as speakers (not shown). Other devices may be connected to the entertainment system400via the USB interface445, and the communication network interface450such as wireless transceivers, which may also be embedded in the system400or as a part of some other component such as a processor.

A user of the entertainment system400ofFIG. 4provides instructions via the peripheral interface435to the CPU410, which allows for use of a variety of different available peripheral devices (e.g., controllers) known in the art. For example, the user may instruct the CPU410to store certain game information on the memory card440or other non-transitory computer-readable storage media or instruct a character in a game to perform some specified action.

The present invention may be implemented in an application that may be operable by a variety of end user devices. For example, an end user device may be a personal computer, a home entertainment system (e.g., Sony PlayStation2® or Sony PlayStation3® or Sony PlayStation4®), a portable gaming device (e.g., Sony PSP® or Sony Vita®), or a home entertainment system of a different albeit inferior manufacturer. The present methodologies described herein are fully intended to be operable on a variety of devices. The present invention may also be implemented with cross-title neutrality wherein an embodiment of the present system may be utilized across a variety of titles from various publishers.

The present invention may be implemented in an application that may be operable using a variety of devices. Non-transitory computer-readable storage media refer to any medium or media that participate in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, a floppy disk, a flexible disk, a hard disk, magnetic tape, any other magnetic medium, a CD-ROM disk, digital video disk (DVD), any other optical medium, RAM, PROM, EPROM, a FLASHEPROM, and any other memory chip or cartridge.

Various forms of transmission media may be involved in carrying one or more sequences of one or more instructions to a CPU for execution. A bus carries the data to system RAM, from which a CPU retrieves and executes the instructions. The instructions received by system RAM can optionally be stored on a fixed disk either before or after execution by a CPU. Various forms of storage may likewise be implemented as well as the necessary network interfaces and network topologies to implement the same.

The foregoing detailed description of the technology has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise form disclosed. Many modifications and variations are possible in light of the above teaching. The described embodiments were chosen in order to best explain the principles of the technology, its practical application, and to enable others skilled in the art to utilize the technology in various embodiments and with various modifications as are suited to the particular use contemplated. It is intended that the scope of the technology be defined by the claim.

Claims

  1. A method for providing system-level multiuser matchmaking, the method comprising: receiving a user selection from a user device of a user, wherein the user selection specifies a selected multiuser activity associated with an interactive content title, wherein the user device is external to currently active multiuser sessions associated with the selected multiuser activity;retrieving an activity template associated with the selected multiuser activity, the activity template providing activity requirements required to launch the selected multiuser activity;establishing a new multiuser session having session requirements that are based on at least the activity requirements provided by the activity template;adding the user device and at least one identified peer device to the new multiuser session, wherein the at least one identified peer device is associated with at least one peer identified based on the session requirements;and launching the interactive content title at a starting point of the selected multiuser activity in the new multiuser session that has been established for the user device and the at least one identified peer device.
  1. The method of claim 1 , further comprising attempting to match the user to one of currently active multiuser sessions, wherein a no-match is yielded when the user does not match any of the currently active multiuser sessions.
  2. The method of claim 1 , further comprising retrieving a user profile associated with the user, the user profile providing data regarding the user, the user device, and one or more associated peripheral devices, and wherein adding the user device to the new multiuser session is based on the user profile.
  3. The method of claim 3 , further comprising retrieving a peer profile associated with the at least one peer, the peer profile providing data regarding the at least one peer and the at least one identified peer device, wherein adding the at least one identified peer device to the new multiuser session includes comparing the peer profile to the session requirements.
  4. The method of claim 1 , wherein the session requirements further include a required skill level to participate in the selected multiuser activity.
  5. The method of claim 5 , wherein the required skill level is based on a skill level of the user.
  6. The method of claim 1 , wherein the selected multiuser activity is a competitive match, and wherein the at least one idenfitied peer device is associated with an existing multiuser session.
  7. The method of claim 7 , further comprising matching the new multiuser session to the existing multiuser session of the at least one identified peer device, and wherein launching the selected multiuser activity further includes joining the existing multiuser session to the new multiuser session.
  8. The method of claim 1 , wherein the new multiuser session includes voice-chat.
  9. The method of claim 1 , further comprising retrieving information regarding at least one active multiuser session associated with the selected multiuser activity, wherein establishing the new multiuser session is based on a comparison of the retrieved information to the activity requirements of the activity template.
  10. The method of claim 1 , wherein the session requirements includes at least one of hardware and software requirements.
  11. The method of claim 1 , wherein the activity template includes a structured data set for tracking and displaying information regarding a corresponding activity in real-time.
  12. A method for providing system-level multiuser matchmaking, the method comprising: receiving a user selection of a selected multiuser activity of an interactive content title from a user device of a user, wherein the user device is external to currently active multiuser sessions associated with the multiuser activity, each active multiuser session having session requirements;retrieving a user profile associated with the user, the user profile including data regarding the user, the user device, and one or more peripherals of the user device;matching the user device to an identified active multiuser session of the currently active multiuser sessions based on a match between the session requirements of the identified active multiuser session and the user profile;and adding the user device to the identified active multiuser session.
  13. The method of claim 13 , further comprising launching the interactive content title at a starting point of the selected multiuser activity within the identified active multiuser session.
  14. The method of claim 13 , wherein the selected multiuser activity is a competitive match, wherein the identified active multiuser session includes at least one peer device of at least one peer.
  15. The method of claim 15 , further comprising launching the competitive match between the user and the at least one peer within the identified active multiuser session.
  16. The method of claim 13 , wherein the session requirements are based on a peer profile associated with at least one peer device of at least one peer associated with the identified active multiuser session, the peer profile providing data regarding the at least one peer and the at least one peer device.
  17. The method of claim 17 , wherein the session requirements are further based on activity requirements required to launch the selected multiuser activity.
  18. The method of claim 18 , wherein the activity requirements includes requiring a same type of device for each user and each peer within the identified active multiuser session.
  19. The method of claim 18 , wherein the session requirements further include a required skill level to participate in the selected multisuser activity.
  20. The method of claim 20 , wherein the required skill level is based on a skill level of the at least one peer.
  21. The method of claim 13 , wherein the interactive content title is a video game.
  22. A system for system-level multiuser matchmaking, the system comprising: memory that stores interactive content titles and one or more activity templates associated with each interactive content title;a network interface that establishes a session with a user device associated with a user over a communication network;and one or more processors that executes instructions stored in memory, wherein execution of the instructions by the one or more processors: receives a user selection from the user device wherein the user selection specifies a selected multiuser activity associated with an interactive content title, wherein the user device is external to currently active multiuser sessions associated with the selected multiuser activity;retrieves an activity template stored in the memory associated with the selected multiuser activity, the activity template providing activity requirements required to launch the selected multiuser activity;establishes a new multiuser session having session requirements that are based on at least the activity requirements provided by the activity template;adds the user device and at least one identified peer device to the new multiuser session, wherein the at least one identified peer device is associated with at least one peer identified based on the session requirements;and launches the interactive content title at a starting point of the selected multiuser activity in the new multiuser session that has been established for the user device and the at least one identified peer device.
  23. A non-transitory computer-readable medium having embodied thereon a program executable by a processor to perform a method for providing system-level multiuser matchmaking, the method comprising: receiving a user selection from a user device of a user, wherein the user selection specifies a selected multiuser activity associated with an interactive content title, wherein the user device is external to currently active multiuser sessions associated with the selected multiuser activity;retrieving an activity template associated with the selected multiuser activity, the activity template providing activity requirements required to launch the selected multiuser activity;establishing a new multiuser session having session requirements that are based on at least the activity requirements provided by the activity template;adding the user device and at least one identified peer device to the new multiuser session, wherein the at least one identified peer device is associated with at least one peer identified based on the session requirements;and launching the interactive content title at a starting point of the selected multiuser activity in the new multiuser session that has been established for the user device and the at least one identified peer device.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.