US2006258463A1PendingUtilityA1

System and method for network interactive game match-up and server selection

Assignee: PROFESSIONAL INTERACTIVE ENTERPriority: May 13, 2005Filed: May 15, 2006Published: Nov 16, 2006
Est. expiryMay 13, 2025(expired)· nominal 20-yr term from priority
A63F 13/12A63F 2300/558A63F 2300/531A63F 2300/5566A63F 13/795A63F 2300/5593A63F 13/35A63F 2300/636A63F 13/30
50
PatentIndex Score
0
Cited by
0
References
0
Claims

Abstract

A computer-based system and method of interactive game challenge and acceptance for finding an appropriate game server for one or more individuals to play on given skill level, latency and numerous other factors; setting up the game server with the proper parameters; connecting those individuals to that server; logging the details of the match; updating those details to a database and updating or creating statistics related to those individuals for display and ranking purposes to be used for later match-ups.

Claims

exact text as granted — not AI-modified
1 . A computer-based method of network interactive match assignment and server selection for an instance of a computer game, comprising the steps of: 
 receiving a first player in a game lobby;    receiving a second player in said game lobby;    transmitting a request from said first player to said second player to play the match;    setting up the match between said first player and said second player; and    providing information sufficient to enable said first player and said second player to play the match.    
   
   
       2 . A computer-based method of network interactive match assignment and server selection for an instance of a computer game, comprising the steps of: 
 receiving a first player in a game lobby;    receiving a second player in said game lobby;    transmitting a request from said first player to said second player to play the match, wherein said transmitting step includes at least one of the following alternatives:    a) challenging said first player to the match immediately,    b) challenging said first player to the match scheduled in the future,    c) requesting that the match be automatically found and started,    d) selecting limiting criteria based upon which the match is automatically found and started    e) requesting that a scrimmage match be automatically found and started, or    f) requesting the match using communication means;    setting up the match between said first player and said second player; and    providing information sufficient to enable said first player and said second player to play the match.    
   
   
       3 . A computer-based method of network interactive match assignment and server selection for an instance of a computer game, comprising the steps of: 
 receiving a first player in a game lobby;    receiving a second player in said game lobby;    transmitting a request from said first player to said second player to play the match, wherein said transmitting step includes at least one of the following alternatives:    a) challenging said first player to the match immediately,    b) challenging said first player to the match scheduled in the future,    c) requesting that a match be automatically found and started,    d) selecting limiting criteria based upon which a match is automatically found and started    e) requesting that a scrimmage match be automatically found and started, or    f) requesting a match using communication means;    using criteria selected by at least one of said first player or said second player to narrow game or game hosting server selection;    determining the latency from at least one game hosting server to at least one of said first or said second player;    selecting the game hosting server;    preparing said selected game hosting server for play by at least said first player and said second player; and    providing information sufficient to enable said first player and said second player to play the match.    
   
   
       4 . The method of  claim 1 , wherein said transmitting step includes a challenge to the match from said first player to said second player.  
   
   
       5 . The method of  claim 1 , wherein said transmitting step is accomplished using an automatic match-up.  
   
   
       6 . The method of  claim 1 , wherein said transmitting step is accomplished automatically using criteria selected by at least one of said first player or said second player.  
   
   
       7 . The method of  claim 1 , wherein said setting up step includes consideration of at least one of the following: 
 a) determining the latency from at least one game hosting server to at least one of said first player or said second player;    b) using criteria selected by at least one of said first player or said second player to narrow game or game hosting server selection;    c) selecting a game hosting server;    d) preparing said selected game hosting server for play of a game by at least said first player and said second player.    
   
   
       8 . A computer-based method of choosing an interactive game hosting server on which to play an interactive game comprising the steps of: 
 determining the players who are to be involved in a game;    requesting that at least one available interactive game hosting server ping said players;    removing interactive game hosting servers whose combined latencies to said players are more than a predetermined amount; and    selecting an interactive game hosting server from the remaining interactive game hosting servers using predetermined criteria.    
   
   
       9 . The method of  claim 8  wherein said predetermined criteria is choosing the interactive game hosting server with the lowest combined latency among said players.  
   
   
       10 . The method of  claim 8  further comprising a step following the determining step of narrowing the list of potential interactive game hosting servers using criteria set by at least one of said players.  
   
   
       11 . A computer-based method of collecting data pertaining to interactive games and ranking players based on the data comprising the steps of: 
 monitoring an interactive game as it takes place;    collecting data pertaining to said interactive game; and    using the collected data to create at least one of statistics, indications of behavioral patterns, player rankings, player profiles, server rankings or server profiles.    
   
   
       12 . The method of  claim 1 , further comprising the additional steps of: 
 monitoring the match as it takes place;    collecting data pertaining to the match; and    using said collected data to create at least one of statistics, indications of behavioral patterns, player rankings player profiles, server rankings or server profiles.    
   
   
       13 . A computer-based peer-to-peer method of allocating game hosting servers for a network interactive match assignment, comprising the steps of: 
 receiving indications of game hosting readiness from at least one game hosting server;    adding said game hosting server to a bid queue;    receiving a request for a game hosting server allocation in order to play a match;    selecting at least one game hosting server in said bid queue to bid to host the match;    collecting bids to host the match from said at least one game hosting server in said bid queue; and    selecting one of said at least one game hosting server to host the match.    
   
   
       14 . The computer-based method of  claim 13 , wherein said collecting bids step comprises receiving at least one of the following from said at least one game hosting server: 
 current latency data;    anticipated latency data;    current central processing unit load;    anticipated central processing unit load;    maximum number of allocable matches;    number of currently allocated matches; or    current bandwidth limitations.    
   
   
       15 . A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising: 
 at least one coordinating server designed to enable match allocation;    means for connecting at least two match participant client computers to said coordinating server, said two match participants client computers including interactive game software capable of network match play; and    means for connecting a plurality of game hosting servers, said game hosting servers including software designed to enable a bid process to host the match.    
   
   
       16 . A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising: 
 at least one coordinating server designed to enable match allocation using a bid process comprising the steps of:    a) receiving indications of game hosting readiness from at least one game hosting server;    b) adding said game hosting server to a bid queue;    c) receiving a request for a game hosting server allocation in order to play a match;    d) selecting at least one game hosting server in said bid queue to bid to host the match;    e) collecting bids to host the match from said at least one game hosting server in said bid queue; and    f) selecting one of said at least one game hosting server to host the match.    means for connecting at least two match participant client computers to said coordinating server, said two match participants client computers including interactive game software capable of network match play; and    means for connecting said at least one game hosting server, said at least one game hosting server including software designed to enable said bid process to host the match.    
   
   
       17 . A computer-based system for choosing an interactive game hosting server on which to play an interactive game comprising: 
 means for determining the players who are to be involved in a game;    means for requesting that at least one available interactive game hosting server ping said players;    means for removing interactive game hosting servers whose combined latencies to said players are more than a predetermined amount; and    means for selecting the remaining interactive game hosting server based upon predetermined criteria.    
   
   
       18 . The system of  claim 17  wherein said predetermined criteria is choosing the interactive game hosting server with the lowest combined latency among the players.  
   
   
       19 . The system of  claim 17 , further comprising additional means for narrowing the list of potential interactive game hosting server using criteria set by at least one of said players.  
   
   
       20 . A computer-based peer-to-peer system for allocating game hosting servers for a network interactive match assignment, comprising the steps of: 
 means for receiving indications of game hosting readiness from at least one game hosting server;    means for adding said game hosting server to a bid queue;    means for receiving a request for a game hosting server allocation in order to play a match;    means for selecting at least one game hosting server in said bid queue to bid to host the match;    means for collecting bids to host the match from said at least one game hosting server in said bid queue; and    means for selecting one of said at least one game hosting server to host the match.    
   
   
       21 . The system of  claim 20 , wherein said collecting bids step comprises receiving at least one of the following from said at least one game hosting server: 
 current latency data;    anticipated latency data;    current central processing unit load;    anticipated central processing unit load;    maximum number of allocable matches;    number of currently allocated matches; or    current bandwidth limitations.    
   
   
       22 . A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising: 
 means for receiving a first player in a game lobby;    means for receiving a second player in said game lobby;    means for transmitting a request from said first player to said second player to play the match;    means for setting up the match between said first player and said second player; and    means for playing the match.    
   
   
       23 . A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising: 
 means for receiving a first player in a game lobby;    means for receiving a second player in said game lobby;    means for transmitting a request from said first player to said second player to play the match, wherein said transmitting means is capable of at least one of the following:    a) challenging said first player to the match immediately,    b) challenging said first player to the match scheduled in the future,    c) requesting that the match be automatically found and started,    d) selecting limiting criteria based upon which the match is automatically found and started    e) requesting that a scrimmage match be automatically found and started, or    f) requesting the match using communication means;    means for setting up the match between said first player and said second player; and    means for providing said first player and said second player with information sufficient to play the match.    
   
   
       24 . A computer-based system for network interactive match assignment and server selection for instances of computer games, comprising: 
 means for receiving a first player in a game lobby;    means for receiving a second player in said game lobby;    means for transmitting a request from said first player to said second player to play the match, wherein said transmitting means is capable of at least one of the following:    g) challenging said first player to the match immediately,    h) challenging said first player to the match scheduled in the future,    i) requesting that the match be automatically found and started,    j) selecting limiting criteria based upon which the match is automatically found and started    k) requesting that a scrimmage match be automatically found and started, or    l) requesting the match using communication means;    means for using criteria selected by at least one of said first player or said second player to narrow game or game hosting server selection;    means for determining the latency from at least one game hosting server to at least one of said first or said second player;    means for selecting the game hosting server;    means for preparing said selected game hosting server for play by at least said first player and said second player; and    means for providing information sufficient to enable said first player and said second player to play the match.

Join the waitlist — get patent alerts

Track US2006258463A1 — get alerts on status changes and closely related new filings.

We store only your email — no account needed. See our privacy policy.