U.S. Pat. No. 8,066,568
SYSTEM AND METHOD FOR PROVIDING FEEDBACK ON GAME PLAYERS AND ENHANCING SOCIAL MATCHMAKING
AssigneeMicrosoft Technology Licensing LLC
Issue DateApril 19, 2005
Illustrative Figure
Abstract
A service that receives feedback from players in a game playing service. The service provides an aggregation of the feedback so that a reputation score can be determined by various players in the system. The service takes into account direct feedback from other players about positive and negative experiences with a particular player and expectations about appropriate conduct and type of game being played before a player joins the game session.
Description
DETAILED DESCRIPTION OF THE INVENTION FIG. 1is diagram of an exemplary computer network that serves to illustrate aspects of the invention. Here computers100a-100emay host various ones of the computing objects such as games and other applications. Although the physical environment shows the connected devices as computers, such illustration is merely exemplary and may comprise various digital devices such as PDAs, game consoles, etc. Moreover, communications network160may itself comprise a number of computers, servers and network devices such as routers and the like. There is a variety of systems, components, and network configurations that support distributed computing environments. For example, computing systems may be connected together by wireline or wireless systems, by local networks or widely distributed networks. Currently, many of the networks are coupled to the Internet which provides the infrastructure for widely distributed computing and encompasses many different networks. Aspects of the present invention could be usable to distribute computer-readable instructions, code fragments, applications and the like to various distributed computing devices. The network infrastructure enables a host of network topologies such as client/server, peer-to-peer, or hybrid architectures. The “client” is a member of a class or group that uses the services of another class or group to which it is not related. Thus, in computing, a client is a process (i.e., roughly a set of instructions or tasks) that requests a service provided by another program. The client process utilizes the requested service without having to “know” any working details about the other program or the service itself. In a client/server architecture, particularly a networked system, a client is usually a computer that accesses shared network resources provided by another computer (i.e., a server). A server is typically a remote computer system accessible over a remote network such as the Internet. The client process may be active in ...
DETAILED DESCRIPTION OF THE INVENTION
FIG. 1is diagram of an exemplary computer network that serves to illustrate aspects of the invention. Here computers100a-100emay host various ones of the computing objects such as games and other applications. Although the physical environment shows the connected devices as computers, such illustration is merely exemplary and may comprise various digital devices such as PDAs, game consoles, etc. Moreover, communications network160may itself comprise a number of computers, servers and network devices such as routers and the like.
There is a variety of systems, components, and network configurations that support distributed computing environments. For example, computing systems may be connected together by wireline or wireless systems, by local networks or widely distributed networks. Currently, many of the networks are coupled to the Internet which provides the infrastructure for widely distributed computing and encompasses many different networks. Aspects of the present invention could be usable to distribute computer-readable instructions, code fragments, applications and the like to various distributed computing devices.
The network infrastructure enables a host of network topologies such as client/server, peer-to-peer, or hybrid architectures. The “client” is a member of a class or group that uses the services of another class or group to which it is not related. Thus, in computing, a client is a process (i.e., roughly a set of instructions or tasks) that requests a service provided by another program. The client process utilizes the requested service without having to “know” any working details about the other program or the service itself. In a client/server architecture, particularly a networked system, a client is usually a computer that accesses shared network resources provided by another computer (i.e., a server). A server is typically a remote computer system accessible over a remote network such as the Internet. The client process may be active in a first computer system, and the server process may be active in a second computer system, communicating with one another over a communications medium, thus providing distributed functionality and allowing multiple clients to take advantage of the information-gathering capabilities of the server.
Clients and servers communicate with one another utilizing the functionality provided by a protocol layer. For example, Hypertext-Transfer Protocol (HTTP) is a common protocol that is used in conjunction with the World Wide Web (WWW) or, simply, the “Web.” Typically, a computer network address such as a Uniform Resource Locator (URL) or an Internet Protocol (IP) address is used to identify the server or client computers to each other. Communication among computing devices is provided over a communications medium. In particular, the client and server may be coupled to one another via TCP/IP connections for high-capacity communication.
In general, the computer network may comprise both server devices and client devices deployed in a network environment (in a peer-to-peer environment devices may be both clients and servers). Communications network160may be a LAN, WAN, intranet or the Internet, or a combination of any of these that facilitates communication among a number of computing devices10a-10e. Moreover, communication network160may comprise wireless, wireline, or combination wireless and wireline connections. Additionally, the computer network may comprises a distributed computing environment. In such an environment a computing task may be spread over a number of computing devices that are addressable elements in a computer network.
According to an aspect of the invention, communication network160may host a service150that is accessible from the plurality of computers100a-100e. The service150gathers information and tracks users of computers100a-100eto provide computing services for all of the users of the service.
FIG. 2illustrates the functional components of a multimedia/gaming console100that may be used as the computers100a-100ein the network ofFIG. 1. The multimedia console100has a central processing unit (CPU)101having a level 1 cache102, a level 2 cache104, and a flash ROM (Read Only Memory)106. The level 1 cache102and a level 2 cache104temporarily store data and hence reduce the number of memory access cycles, thereby improving processing speed and throughput. The CPU101may be provided having more than one core, and thus, additional level 1 and level 2 caches102and104. The flash ROM106may store executable code that is loaded during an initial phase of a boot process when the multimedia console100is powered ON.
A graphics processing unit (GPU)108and a video encoder/video codec (coder/decoder)114form a video processing pipeline for high speed and high resolution graphics processing. Data is carried from the graphics processing unit108to the video encoder/video codec114via a bus. The video processing pipeline outputs data to an A/V (audio/video) port140for transmission to a television or other display. A memory controller110is connected to the GPU108to facilitate processor access to various types of memory112, such as, but not limited to, a RAM (Random Access Memory).
The multimedia console100includes an I/O controller120, a system management controller122, an audio processing unit123, a network interface controller124, a first USB host controller126, a second USB controller128and a front panel I/O subassembly130that are preferably implemented on a module118. The USB controllers126and128serve as hosts for peripheral controllers142(1)-142(2), a wireless adapter148, and an external memory device146(e.g., flash memory, external CD/DVD ROM drive, removable media, etc.). The network interface124and/or wireless adapter148provide access to a network (e.g., the Internet, home network, etc.) and may be any of a wide variety of various wired or wireless adapter components including an Ethernet card, a modem, a Bluetooth module, a cable modem, and the like.
System memory143is provided to store application data that is loaded during the boot process. A media drive144is provided and may comprise a DVD/CD drive, hard drive, or other removable media drive, etc. The media drive144may be internal or external to the multimedia console100. Application data may be accessed via the media drive144for execution, playback, etc. by the multimedia console100. The media drive144is connected to the I/O controller120via a bus, such as a Serial ATA bus or other high speed connection (e.g., IEEE 1394).
The system management controller122provides a variety of service functions related to assuring availability of the multimedia console100. The audio processing unit123and an audio codec132form a corresponding audio processing pipeline with high fidelity and stereo processing. Audio data is carried between the audio processing unit123and the audio codec132via a communication link. The audio processing pipeline outputs data to the A/V port140for reproduction by an external audio player or device having audio capabilities.
The front panel I/O subassembly130supports the functionality of the power button150and the eject button152, as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of the multimedia console100. A system power supply module136provides power to the components of the multimedia console100. A fan138cools the circuitry within the multimedia console100.
The CPU101, GPU108, memory controller110, and various other components within the multimedia console100are interconnected via one or more buses, including serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus using any of a variety of bus architectures. By way of example, such architectures can include a Peripheral Component Interconnects (PCI) bus, PCI-Express bus, etc.
When the multimedia console100is powered ON, application data may be loaded from the system memory143into memory112and/or caches102,104and executed on the CPU101. The application may present a graphical user interface that provides a consistent user experience when navigating to different media types available on the multimedia console100. In operation, applications and/or other media contained within the media drive144may be launched or played from the media drive144to provide additional functionalities to the multimedia console100.
The multimedia console100may be operated as a standalone system by simply connecting the system to a television or other display. In this standalone mode, the multimedia console100allows one or more users to interact with the system, watch movies, or listen to music. However, with the integration of broadband connectivity made available through the network interface124or the wireless adapter148, the multimedia console100may further be operated as a participant in the larger network community as illustrated inFIG. 1.
According to an aspect of the invention, when a game is executed on console100, it provides information to a service operating on communications network160. The service tracks the information for all of the users connected to the service to provide a rich user experience. The service tracks user information across games, consoles, computing devices, etc. By tracking the information for all users of the service, the service can aggregate statistics for all users and measure game playing ability, provide a richer user experience by providing information about friends (e.g., what game they are playing and what skill level they have attained), track user achievements and generally measure statistics for a game aggregated over a large user community.
For each user, the service will collect a number of pieces of data (called Profile Data) to build the user profile in every game session—and even after a game session is concluded. In general, the pieces of the service experience that feed profile include:1. What the user says about himself or herself (including account set up and the construction of an elaborate personal profile, including the preferred social gameplay “zone”).2. What others say about the user (feedback scores that feed a publicly visible reputation).3. What the games say about the user (game configuration and integration of data that comes out of game play to compute a player's skill, among other things).4. What the system says about the user (time online, aggregates of games played, Friends list, console behavior etc.)
The system creates a “User Profile,” which serves as a building block for services and applications that aim to create a social community of gamers and grow relationships among players. The User Profile is the entirety of information (e.g., metadata) related to a specific user (i.e., the game player's digital identity). The User Profile is developed from a set of services that collect and expose this information in a meaningful way to the community. The User Profile also provides for personalization such that users can customize and enhance their gaming experience. As will be discussed in greater detail below, the User Profile consists of various components, including, but not limited to, a Gamercard, game achievements, and gamer preferences.
Referring toFIG. 3, there is illustrated an overview of an exemplary architecture that may be used to implement the User Profile interaction as well as user interaction with the matchmaking service described more fully herein. The console100interacts with a remote service150that provides services158such as voice/chat, a friends list, matchmaking, content download, roaming, feedback, tournaments, voice messaging, and updates to gamers. The service150also maintains the User Profiles in a profile database162and configuration data164used by the services158and games154. The service150collects User Profiles, aggregates, processes information supplied by other services158, and fulfills real-time client requests for retrieving User Profile-related services. The User Profiles in the database162are also used by the games154to enable, among other things, personalization and customization, etc.
Using the console100, the user may interact with a guide156. The guide156provides an interface where the user may navigate to, and enter, various online areas and options provided by the service158. When requesting User Profile information, the game154may pass a unique identifier of a user. The service150may return a Gamercard (discussed below), game stats, game achievements, affiliations, game settings. etc. Additional details of the various aspects of the exemplary architecture are provided below.
Referring toFIG. 4, the User Profile166is created when a user creates a profile (selected from the guide156) and chooses his/her unique Gamertag (a user's unique name), tile (picture/avatar associated with the user) other options during an account sign-up phase. From there, a base User Profile166is created. The User Profile166may then be populated from several sources. For example, the User Profile166may include self-described data168from the User Profile owner. Other gamers170can provide feedback regarding the User Profile owner. The service150may track the user's online and offline activity. In addition, the games154may report the user's statistics and game achievements.
The owner of User Profile166can edit his/her User Profile166directly and control who can view each section of the User Profile. The User Profile166may be edited via general fields (e.g., tile, country, language, gender, greeting, etc.) and/or system settings (e.g., voice output, controller vibration, character name, game format, game mode, etc.). Privacy/Opt-out Settings can be tuned for the User Profile166to, e.g., restrict presence information only to friends, allow game achievements to be visible to all, etc.
The User Profile166may include feedback provided by other players170. Feedback helps others learn about a particular gamer. For example, if the gamer uses foul language or aggressive play in game sessions, other gamers may submit feedback to the service150. The feedback mechanism improves the user experience by building reputations. Players are therefore anonymous (known only by “Gamertag”), but not unknown because of the accumulated feedback.
In another aspect of the system, the service150and games154track online and offline activity of users to provide usage statistics in the Gamer Profile166. When a gamer plays online, a particular game title is added to list of games played that is made visible to others. While offline, the game console100and game154track the user's activity via a mechanism for instrumenting games to collect detailed information about a specific player's in-game statistics and accomplishments. The Gamer Profile166is updated during the next connection to the service150to reflect the offline play. Game achievements may be reported to the service154by games via the User Profile data mechanism.
Referring toFIGS. 5-8, the Gamer Profile can be viewed in a number of ways and forms, and is typically displayed in the Gamercard172. The Gamercard172is the visual representation of the Gamer Profile166that is available to games on the console100and, e.g., the web. The Gamercard172serves as a summary or snapshot of a player's Gamer Profile166.
As shown inFIG. 5, the Gamercard172may be divided into two regions, a base area174and a context-specific (or extended) area176. The base area174is provides a set of Gamer Profile information in a standard and consistent way across multiple contexts, whereas the extended area176may be customized to fit a specific context. Although the Gamercard172ofFIGS. 5-8are shown in the context of the guide156, the Gamercard172may be visually separated from the rest of the screen and adopt the background color of the screen it is displayed on. In addition, the Gamercard172may be temporarily replaced by an animation while it is being loaded for viewing.
The base area174may be provided in different variants corresponding to differing contexts, while being a consistent view within each context. For example, an online Gamercard172is shown when one player is looking at another player's Gamercard172during an online session. The online base area174includes details such as the player's Gamertag, gamer tile, overall community rating/reputation, gamer Cred (a points-based reward points system), gamer zone, country, membership tier, awards, etc. An offline Gamercard172is shown when a player is looking at his/her own Gamercard172. The offline base area174may include a subset of the online base area and may further include information regarding titles played and time played. The base area174of a Gamercard172is preferably fixed in size, has a consistent, static layout and has a fixed placement of all information elements, such as Tile or Gamer Cred.
The extended area176may include a set of Gamercard Actions, such as “View Profile” and “Send Feedback,” etc. The extended area of the Gamercards is preferably not fixed in size, because it may vary based on the context. As shown inFIGS. 5-7a user may scroll through the list of other users via the guide156and a friends list178. The Gamercard for other users may be displayed as the user scrolls among his/her friends or the user may be presented with an option to see a full view of the Gamer Profile. The full view mode consists of different views of the extended area176and may include several sections, such as a Profile Summary, Community Feedback, Game Achievements, Activity, and Social Network. The guide156may advance through the list of friends, recent players (and summary sections for each player), a user home page for navigating to various options and settings, etc.
The profile summary includes information regarding number of games played, time played, tile, greeting, etc. The community feedback includes ratings on style, sportsmanship, language, cooperation, etc. The game achievements section includes recent titles, experience points (gamer Cred), time played, game-specific stats and achievements, etc. The activity section includes Gamer Cred earned, sessions played, total time played, active days on the service, etc. The social network includes friends, groups, positive/negative feedback count, etc.
Matchmaking and Session: For online, multi-player games, Matchmaking connects a game player to a session. A Match made session is an instance of game play that includes two (2) or more garners playing a game until they either decide to terminate the session or until the session meets its end criteria (as defined by the game). The person who creates the session is the host. Some games are hostless, meaning that the game does not assign any special function to the person who originated the game. In such a case, the originator may, in fact, be a person who was searching for a session with specific criteria and, when it was not found, the game created a session for the person and advertised it for others to match into it. Matchmaking involves joining a session that has, as a minimum, one player already in place. A session is said to be joinable if there are open slots available to the person seeking a slot and the game play has not yet begun (the game is in “lobby” state). Some games that have join in progress sessions will advertise that a session is joinable until every public slot is filled. A gamer makes a Match by selecting “Matchmaking” in a game or in an out-of-game Matchmaking system. The Matchmaking UI may allow a gamer to add some filters to his search for a session (e.g. like specifying a map or difficulty level), or it may push a gamer directly into a search query. In most cases, with or without filters, a gamer is given a session search result which consists of a list of sessions. In the case of a search result, a gamer then selects a session and joins it. Typically, a player then enters a lobby and awaits other players to match into the game before game play begins. In some cases, no search result is shown, and players are dropped instead directly in the lobby of the game that best meets their search criteria.
Social Matchmaking with the Affiliates List: When a game player chooses to Matchmake into a session, in the first session he plays, the profile data (including such things as the Gamer Zone and Cred) he has set describing himself is used to “prime the pump” and find the best fellow new gamers to play with. As he continues to play additional session, the game player associates with a group of fellow gamers who become “Recent Players” on the Affiliates List. The service preferably prioritizes playing with Recent Players over strangers in future session, but once a game player give positive feedback, these “positive feedback” people are remembered by the system and are given even higher priority in the Affiliates List. Over time, as a gamer becomes very familiar with a set of players, he invites them to become friends. These friend gainers are given the highest priority.
This Matchmaking system will connect people who have similar intent and who share a similar profile to insure that they all have a good time, in and out of game play (but primarily in game play). Matchmaking—with its use feedback and profile data—facilitates people expanding and refreshing their online community with increasingly refined matches over time. Ultimately, Matchmaking will bind people to the service as a safe, secure place to meet new people and create a history of positive experiences.
Details on Query-Based Social Matching on User Profile: Several of the aspects of User Profile that surface in a Gamer Card can be used to match a game player to a session. At a high level, according to an aspect of the invention when a game player signs up in the service150, he is asked to select a Gamer Zone that best describes the kind of social environment he prefers to play in. Before the service has other profile data to use, this Gamer Zone is used to match the game player with other players who have selected the same Zone. This match is done by a simple database query looking for Social sessions that contain a majority of players with this same Zone.
As time goes on and the service has additional data about each player, this Match query can be improved by averaging multiple key aspects of User Profile (still the Zone, but as time goes on, also Feedback Reputation, skill computed via stats, and his experience defined by Achievements achieved) for each participant in a session. The system then can provide a session “profile” that can be compared with the User Profile of a player seeking a match. The match system can then query this session profile by comparing it to the values in a User Profile of an individual who wishes to join the session. If the match of the User Profile is sufficiently close to the session profile values (sharing the same Zone and within a pre-specified range for each of the numeric values for reputation, skill, and experience), then the user will be shown that session as a Match. If the match comparison is not within the pre-specified ranges, then the user's query will continue on to compare to other sessions'session profiles until a positive result is achieved. NAT type, physical proximity to other players, time played on the system, games played, etc. all are folded in on the back end when a Match search is performed.
Details on Social Matchmaking by Network of Affiliates: In addition to Matchmaking based on a query with User Profile, the Social Matchmaking system, in conjunction with the tracking of friends, recent players, and feedback on recent players, builds a network of Affiliates who are prioritized for Match.
The Affiliates list is a prioritized list of people for a player, stored in the online service and also cached locally, that includes (1) Friends (i.e. people who the player has invited, and who have accepted the invitation, to a preferred social network that allows exchange of messages and state information), (2) Positive Feedback people (i.e. people about whom the player has given positive feedback), and (3) Recent Players. The Social Matchmaking service always looks first (before conducting the query above) for the presence of Affiliate sessions on the service. If any person on a player's Affiliates list is online and in a joinable session, the service will return that session. If there are multiple Affiliate sessions, the ones with Friends are given priority over those with Positive Feedback People or those with Recent Players. Positive Feedback People are given priority over Recent Players. Additionally, sessions that contain users about whom the person has given negative feedback are given the lowest priority.
In accordance with the above,FIG. 6illustrates a list of Recent Players in the guide156. A person is added to a player's Recent Players list when the player has played an online game session with the person. The Gamercard displayed when browsing recent players shows the base area and an extended area that provides information regarding recent games, feedback, and presence of the recent players.FIGS. 7illustrate further details that may be obtained about recent players, such as general achievements.
Details on Submitting Feedback to Generate Affiliates List and Reputation: Importantly, FIGS.8and8A-8H illustrates a user interface for the feedback mechanism whereby a game player can provide feedback on other game players. Preferably, this feedback options should only be available on a Gamer Card when the viewing player has played with the person before. This feedback information is then used to improve matchmaking results, i.e., indicates whether or not you would want to play with this game player in future games. By giving positive feedback on a game player, that person moves up in priority in that feedback provider's Affiliates list, as described above. Moreover, the feedback affects the reputation of the game player receiving the feedback and may change the group of players with whom the player is group in future games.
Such a system allows the community police itself as much as possible while still offering a path to tell the service about serious “bad actors.” The system separates out two paths: (1) peer-to-peer feedback (“Player Reviews”) and complaints to the service and (2) gamer tools to tell each other reasons why they don't like playing each other.
An aspect of the invention leverages the feedback system to improve Matchmaking and to build an affiliates list. Preferably the system tracks peer-to-peer feedback and allow a player to give feedback on another player only one time (when they play online together). Preferably, a positive Player Review adds a gamer to the Affiliates list; whereas a negative Player Review adds a gamer to an Affiliates “black list.”
Feedback is, then, for the purposes of Matchmaking, the creation of a “one-way” friends list, i.e., a low threshold mechanism to build a list of people you meet again and again. This mechanism is generally transparent except as an improved matchmaking experience. For example, when a game player indicates that he would like to play with a particular game player again, the system tracks that information in a one-way friends list so that the other player doesn't have to be invited or accept an invitation to be on a friends list. Moreover, the other player may not even know his or her status vis-à-vis the player providing the feedback.
If a player gives negative feedback on a player, that player moves to an “Avoid” category on the Affiliates List, and for the purposes of Social Matchmaking, all future sessions containing that person will be avoided for the player. The player who received the negative feedback is given a hidden list of players he should avoid so that his session results won't contain players who have chosen to avoid him.
Turning toFIG. 8, when a player has joined a game with another player, the service determines that the two players have come together in a session and offers the player the opportunity to provide feedback on the other player from the game (step80).FIG. 8Aillustrates a UI wherein the user is offered the opportunity to select a feedback button to provide feedback on the other player. The user is offered the opportunity to select the Player Review button803or the File Complaints button804. If the complaint button is selected then the UI illustrated by card820is provided.
A determination is made whether this is the first time that this player has received feedback (step81). If so, the service sets up all of the appropriate initializations for that player to receive feedback. If not, it is determined whether feedback can be given for this player, e.g., by determining whether feedback has previously been provided by the same other player or whether they have ever played together (step82). If the player can receive feedback (i.e. if he has played with the other player), then the service records whether the feedback is positive or negative (whether the feedback provider chooses to increase their chances of playing with the other player or decrease them) (step83). If the player has submitted feedback on the second player before, the player has is provided the opportunity to change the previous entry. As illustrated inFIG. 8B, the player is given a choice to Prefer a player (increase the chances of playing with them again) or to Avoid the player (decrease chances). If Prefer is selected (button808), then the player is added to the feedback providers affiliates list, positive feedback is recorded and the feedback is complete. The feedback is aggregated as part of the player's overall feedback score/reputation.
If Avoid (button810) is selected, then the feedback provider is requested to select a feedback category and a specific reason (e.g., the player showed immature behavior under the Game Behavior category, was too good under the player skill category, used disruptive voice under the communication category, and so on) (step84).FIG. 8Cprovides an illustrative UI that shows a set of reasons in a specific category that may be presented from which a feedback provider may select.FIG. 8Dillustrates how the feedback is aggregated into a player's reputation816. Here, player YoyoMama's accumulated negative feedback is shown.
Thereafter, the feedback is recorded and the feedback provider is offered the opportunity to also file a complaint (step85).FIGS. 8E-Hfurther illustrate the complaint types86as shown by the feedback UI. InFIG. 8E, the feedback provider has selected the complaint button804and proceeded directly to filing a complaint by way of screen820. InFIG. 8F, the feedback provider is asked to select a category of complaint to be filed as shown in screen822. The feedback provider is asked to provide a specific reason for the complaint.FIG. 8Gillustrates specific reason option topics for filing a complaint in screen824. Finally in the screen826ofFIG. 8H, the confirmation of the complaint filing is provided. This complaint system, which focuses on code-of-conduct violations, is separated from the feedback system (which focuses on game play). Any number of complaints may be filed by one player on another because of legal policy requirements. Feedback, however, focuses on building social networks.
Calculating Reputation: A player's reputation consists of an aggregation of that player's positive and negative feedback. That aggregation considers all of the following equation:
U-(CN*N)+(CP*P)U
Values in the equation:
CN=Tunable constant to determine the importance of negative feedback to a reputation
CP=Tunable constant to determine the importance of positive feedback to a reputation
U=Total number of unique players the person has played with
T=Trust rating, computed by determining the number of times a player gives feedback similar to other people in a session.
t=Time decay factor constant
N=Negative feedback value, (N1*t+T1 through TN), where T1 through TN are the trust ratings of each person who has given negative feedback in the most recent session, and N1 equals the Negative feedback value prior to the most recent session.
P=Positive feedback value, (P1*t+T1 through TN), where T1 through TN are the trust ratings of each person who has given positive feedback in the most recent session, and P1 equals the Positive feedback value prior to the most recent session.
Social Matchmaking Interface:FIG. 9illustrates a user interface1310whereby a user can select the type of interaction desired for a particular game. Here for example, the user has selected from within the crimson skies game that he wants to play a skill match with game player of equal or higher skill level. This is not a Social Match.FIG. 10illustrates a similar user interface1310wherein the user has selected the option of playing a Social Match. Additionally, the user has the option of selecting an Optimatch wherein the user selects the specific game criteria or options to use in the selection process. As shown inFIG. 11, when a user selects Optimatch he can specify whether or not he wishes the service to take into account his skill level, gamer zone (e.g., competitive or social), reputation, or language when conducting the Match. This feature allows the player to optimize the Social search criteria according to personal preference. A player may not, however, specify that he wishes to search for sessions skewed far from his own settings. In the case of reputation, for example, it may not be desirable to let a low reputation player single-out high reputation people to play with.FIG. 12illustrates three matches that meet the criteria specified by the user (a similar display would be presented for any one of the above selected match options). The icons with the x4, x8, x2 next to them represent the number of Affiliates in each session.
FIG. 13provides an overall flow chart that illustrates the flow of the UI options for matching that are selectable by a player. Initially, at screen1310(which parallels the image show inFIGS. 9 and 10), the user is presented with a variety of matchmaking options. The player could simply select the option of playing a “casual” social game and letting the system provide the matching set of game players at step1320and as described above. In that instance, a set of user would be selected based on affiliates, most recently played, etc. Thereafter, the user would be presented with a screen1322containing a variety of session that matched. After the user selects one of the sessions, he would go to lobby1324and wait for the game session to be started.
Similarly, at screen1310, the player could select a ranked or skill-based game and move to screen1326. At that screen, the player would then select whether the game should be head-to-head, team, etc. That would preferably allow only skill based players at step1328to enter the lobby1324to wait for the game session to be started. Alternatively, the player could select the option matching from the main screen1310and go to screen1332to enter match options. Thereafter, a set of matching game session would be presented at screen1334from which the player could select and again go to lobby1324.
Additionally, the player could, instead of joining a session created by another user, elect to host a game session by specifying the criteria for joining the session as indicated by screen1336. Thereafter, the player would wait in the lobby for other players that joined the game session, e.g., by selecting the proper criteria from the matchmaking system.
While the present invention has been described in connection with the preferred embodiments of the various Figs., it is to be understood that other similar embodiments may be used or modifications and additions may be made to the described embodiment for performing the same function of the present invention without deviating therefrom.
Claims
- A system for playing a multi-player computer-based game, comprising: a computing device comprising a processor;a memory in communication with said computing device when the system is operational, said memory having stored thereon computer readable instructions that upon execution by the processor cause the operation of: accessing a database having a plurality of user profiles, said user profiles comprising a plurality of attributes of a plurality of users, the user profiles being developed from a set of services;providing a service configured for receiving input from a select one of said plurality of users, said input configured for providing feedback about the reputation of another of the plurality of users, said service configured for maintaining an aggregation of feedback for the another of the plurality of users, wherein an indication of said aggregation is readable by the other of the plurality of users and wherein providing feedback by a user causes a change in an affiliate list maintained for the user providing the feedback wherein the affiliate list stores relational information comprising an indication of others of the plurality of users with whom the user has established a relationship and an indication of others of the plurality of users about whom the user has given positive or negative feedback, wherein the indications of others of the plurality of users in the affiliate list are prioritized based on whether the user has an established relationship with the others of the plurality of users and whether the user has given positive or negative feedback about the others of the plurality of users;and providing a service that tracks a user's online and offline activity to provide usage statistics in the user profiles.
- The system as recited in claim 1 wherein said service maintains said another of the plurality of users in an affiliate list for said select one of said plurality of users when the feedback is positive or negative.
- The system as recited in claim 1 wherein the service is maintained on a server and wherein said plurality of users connect to the service over a network connection.
- The system as recited in claim 3 wherein the plurality of users connect to the server by way of a game console.
- The system as recited in claim 1 wherein the aggregation is aggregated over a plurality of different games.
- The system as recited in claim 4 wherein said game consoles locally execute at least a portion of the multi-player game.
- The system as recited in claim 1 wherein the indication of feedback comprises at least one of an indication of the number of other ones of the plurality of users who provided positive feedback and the number of other ones of the plurality of users who provided negative feedback.
- A method for playing a multi-player computer-based game, comprising: providing on a computing device a database having a plurality of user profiles, said user profiles comprising a plurality of attributes of a plurality of users;receiving on a computing device input from a select one of said plurality of users, said input providing feedback about the reputation of another of the plurality of users;and maintaining in said database an aggregation of feedback for the another of the plurality of users, wherein an indication of said aggregation is readable by the other of the plurality of users, wherein the feedback for a user causes a change in an affiliate list maintained for the select one of said plurality of users providing the feedback wherein the affiliate list stores relational information comprising an indication of other users with whom the user has established a relationship and an indication of other users about whom the user has given positive or negative feedback, wherein the indications of others of the plurality of users in the affiliate list are prioritized based on whether the user has an established relationship with the others of the plurality of users and whether the user has given positive or negative feedback about the others of the plurality of users.
- The method as recited in claim 8 comprising maintaining said another of the plurality of users in an affiliate list for said select one of said plurality of users when the feedback is positive.
- The method as recited in claim 8 wherein the database is maintained on a server.
- The method as recited in claim 9 wherein the plurality of users connect to the server by way of a game console.
- The method as recited in claim 8 wherein the aggregation is aggregated over a plurality of different games.
- The method as recited in claim 11 wherein said game consoles locally execute at least a portion of the multi-player game.
- The method as recited in claim 8 wherein the indication of feedback comprises at least one of an indication of the number of other ones of the plurality of users who provided positive feedback and the number of other ones of the plurality of users who provided negative feedback.
- A computer-readable memory device bearing computer-readable instructions for playing a multi-player computer-based game, comprising: computer-readable instructions for accessing a database having a plurality of user profiles, said user profiles comprising a plurality of attributes of a plurality of users;computer-readable instructions for receiving input from a select one of said plurality of users, said input providing feedback about the reputation of another of the plurality of users;and computer-readable instructions for storing in said database an aggregation of feedback for the another of the plurality of users, wherein an indication of said aggregation is readable by the other of the plurality of users, and wherein providing feedback for a user causes a change in an affiliate list maintained for the user providing the feedback wherein the affiliate list stores relational information comprising an indication of other users with whom the user has established a relationship and an indication of other users about whom the user has given positive or negative feedback, wherein the indications of others of the plurality of users in the affiliate list are prioritized based on whether the user has an established relationship with the others of the plurality of users and whether the user has given positive or negative feedback about the others of the plurality of users.
- The computer-readable memory device as recited in claim 15 comprising computer-readable instructions for adding said another of the plurality of users to an affiliate list for said select one of said plurality of users when the feedback is positive.
- The computer-readable memory device as recited in claim 15 comprising computer-readable instructions for accepting a connection from said plurality of users over a network connection.
- The computer-readable memory device as recited in claim 16 comprising computer-readable instruction for accepting a connection from the plurality of users by way of a game console.
- The computer-readable memory device as recited in claim 18 wherein each of said game console locally executes at least a portion of the multi-player game.
- The computer-readable memory device as recited in claim 15 wherein the indication of feedback comprises at least one of an indication of the number of other ones of the plurality of users who provided positive feedback and the number of other ones of the plurality of users who provided negative feedback.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.