Player character matchmaking with distributed peer-to-peer functionality
Abstract
Video game players may become matched with other players for the purposes of communication and/or playing together for the mutual benefit of each in an arrangement that uses a distributed network for implementing peer-to-peer connectivity in combination with a matchmaking server. When a player enters a new level in the video game, identifying information such as a level ID (identification) is registered with the matchmaking server which may be provided as part of a larger game service. Other players on the same level, for example, are located using a matchmaking query. A direct peer-to-peer connection is initiated between players, and position updates pertaining to the players are communicated in a peer-to-peer fashion. In an illustrative example, friends of players are given to friends who are ensured to be seen by reserving a predetermined number of connection slots for players or player characters on a friends list.
Claims
exact text as granted — not AI-modified1 . A system for implementing peer-to-peer matchmaking in a game environment, comprising:
a game console configured for executing programming to implement gameplay in a game environment; a matchmaking server accessible by the game console over a network, the matchmaking server comprising a plurality of profiles associated with a set of game consoles and respective player characters, each of the plurality of profiles including an IP address assigned to the game console and level information associated with the player characters; memory in communication with the matchmaking server bearing computer-readable instructions capable of causing the matchmaking server to determine a playgroup and to send information about the playgroup to the game console, the playgroup a subset of the plurality of profiles; memory in communication with the game console bearing computer-readable instructions capable of setting up a peer-to-peer connection with at least a portion of the playgroup; and memory in communication with the game console bearing computer-readable instructions capable of rendering virtual avatars of at least a portion of the playgroup on a user interface of the game console.
2 . The system of claim 1 further comprising memory in communication with the game console bearing computer-readable instructions capable of inviting a member of the playgroup to a group, and memory in communication with the game console bearing computer-readable instructions capable of receiving an acceptance of the member of the playgroup to the invitation so that if the member of the playgroup accepts the invitation, the memory in communication with the game console bearing computer-readable instructions is further capable of merging an instance of the game console with an instance of a game console associated with the member of the playgroup.
3 . The system of claim 1 in which the memory in communication with the game console bearing computer-readable instructions is further capable of setting a high-water mark flag if a population of the playgroup increases to a predetermined high-water mark.
4 . The system of claim 3 in which the memory in communication with the game console bearing computer-readable instructions is further capable of clearing the high-water mark flag if a population of the playgroup decreases to a predetermined low-water mark.
5 . The system of claim 4 in which the memory in communication with the game console bearing computer-readable instructions is further capable of accessing the matchmaking server if a population of the playgroup decreases to a predetermined very-low-water mark, the accessing to request from the matchmaking server information about a playgroup.
6 . The system of claim 1 in which the memory in communication with the matchmaking server further comprises memory bearing computer-readable instructions capable of causing the matchmaking server to perform a query of the plurality of profiles.
7 . The system of claim 6 in which the query returns profiles that are on a friends list associated with a profile of the game console and further returns profiles that have an affinity with the profile of the game console.
8 . The system of claim 7 in which the affinity is based on at least one of a common language, a common level of a respective plurality of player characters, a common geographic locale of the game consoles, a common style of play, or a common playing history.
9 . The system of claim 1 in which a population of the playgroup is predetermined, and in which a subset of the population of the playgroup is reserved for members of a friends list.
10 . The system of claim 1 in which the peer-to-peer connection is a Winsock connection.
11 . A method for matching players in a video game, the method comprising the steps of:
initiating gameplay in a first instance of the video game for a first player; retrieving from a matchmaking server information about a plurality of other players in a plurality of other instances of the video game, respectively, the plurality of other players forming a playgroup, at least a subset of the playgroup members of a friends list of the first player, and a remainder of the playgroup determined by an affinity to the first player; establishing a peer-to-peer connection between the first player and each of the playgroup; receiving position information indicating the position of avatars associated with the plurality of other player characters forming the playgroup in the respective plurality of other instances of the video game; creating a virtual avatar for each of the other player characters in the first instance of the video game; and rendering a graphic representation of the virtual avatars in a three-dimensional space in the first instance of the video game at a position that is based on the position information for the avatar associated with the other player characters in the other instances of the video game to enable the players to be found.
12 . The method of claim 11 including the further steps of receiving an indication from the first player that one of the plurality of other player characters is to be invited to play in the first instance of the game, receiving an indication that the one of the plurality of other players has accepted the invitation, and updating game state information for the first instance of the video game to include the avatar for the one of the plurality of other players.
13 . The method of claim 11 including the further steps of establishing a high water mark for the playgroup, in which if a number of members of the playgroup reaches the high water mark, then setting a high water mark flag and not establishing any additional peer-to-peer connections.
14 . The method of claim 13 including the further steps of establishing a low water mark for the playgroup, in which if the high water mark flag is set, and if a number of members of the playgroup decreases to the low water mark, then clearing the high water mark flag and allowing the establishing of additional peer-to-peer connections.
15 . The method of claim 14 including a further step of establishing a very low water mark for the playgroup, in which if the number of members of the playgroup decreases to the very low water mark, then repeating the retrieving step.
16 . The method of claim 11 in which each peer-to-peer connection is a Winsock connection.
17 . The method of claim 11 in which the affinity is one of a common geographic locale, a common language, a common level, a common playing history, a common style of play, or a common region of play.
18 . The method of claim 11 in which a population of the playgroup is predetermined, and in which a subset of the population of the playgroup is reserved for friends.
19 . A computer-readable medium containing instructions which, when executed by one or more processors disposed in an electronic device, perform a method for operating a video game including player characters controlled by players, the method comprising the steps of:
initiating gameplay in a first instance of a game for a first player; retrieving from a matchmaking server information about a playgroup formed by other player characters in a plurality of other instances of the game, the playgroup determined by players or player characters being on a friends list of the first player or player character or by having an affinity with the first player or with a player character controlled by the first player; establishing a peer-to-peer connection between the first player and each of the playgroup; receiving position information indicating the position of player characters associated with respective members of the playgroup in the respective plurality of other instances of the game; creating a virtual avatar for each of the other player characters in the first instance of the game; and rendering a graphic representation of each of the virtual avatars in a three-dimensional space in the first instance of the game at positions that are based on the position information for the player characters in the other instances of the game.
20 . The computer-readable medium of claim 19 in which the affinity is based on one of a common geographic locale, a common language, a common level, a common playing history, a common style of play, or a common region of play.Join the waitlist — get patent alerts
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