Outer Rim Archives
Archives · 2019 · 10449457

Granted patent

System and method for dynamic matchmaking population herding

Number
10449457
Published
2019-10-22
Filed
2011-04-20
Assignee
Disney Enterprises, Inc.
Inventors
Sienkiewicz; Robert et al.
CPC
A63F13/795; A63F13/843; A63F13/48; A63F13/79
Verdict
Set aside dynamic matchmaking population herding, game plumbing
Source
Google Patents · FreePatentsOnline

Abstract

Techniques are disclosed for dynamically herding a matchmaking population for a multi-player game. A new player requesting to play a multi-player game is presented with a gameplay selection mode interface based on metrics gathered by monitoring the matchmaking population for the different gameplay modes of the multi-player game. The metrics are evaluated by a metric evaluation engine to determine a configuration of the gameplay mode selection interface that is designed to herd the matchmaking population to evenly balance the players across the different gameplay modes of the multi-player game. A herding incentive may be determined based on the evaluation of the metrics and included in the gameplay mode selection interface.

Background

BACKGROUND(1) Field of the Invention(2) The present invention relates to multi-player gameplay and, in particular, to using dynamic matchmaking population herding to balance the number of players between different gameplay modes.(3) Description of the Related Art(4) Computer game systems are popular forms of entertainment that present a virtual world within which a player typically controls an actor, e.g., character, avatar, or entity that interacts with other actors in a simulated environment. When the computer game system supports multi-player games, e.g., an online virtual world, other actors are controlled by other players. Some multi-player games have multiple gameplay modes, e.g., different virtual environments with varying content.(5) When a new player joins a multi-player game, the new player must wait until a minimum number of other new players also join the multi-player game. Once the minimum number is reached, the new players are asked to vote for a gameplay mode in order to select a particular gameplay mode for all of the new players. Unfortunately, the gameplay mode selected by the majority of the new players may not satisfy all of the new players. Particularly players who prefer to have more influence over selection of the gameplay mode.(6) Alternatively, each new player may select a particular gameplay mode and a matchmaking processing is initiated that matches the new player to an in-progress game in the particular gameplay mode. When an in-progress game is no

Claims

1. A computer-implemented method for dynamically herding a matchmaking population for a multi-player electronic video game, the method comprising: collecting data, at a gaming server, for the multi-play electronic video game; evaluating the data collected by the gaming server for the multi-player electronic video game and specifying one or more metrics of the matchmaking population, to produce metric evaluation results; receiving, at the gaming server, over a data communications network, an electronic request from a new player to join an instance of the multi-player electronic video game having multiple gameplay modes; determining, dynamically by the gaming server, at least one herding incentive for a first one of the multiple gameplay modes, based on the metric evaluation results indicating that the first gameplay mode is a less popular gameplay mode, wherein the metric evaluation results include data indicating the number of new players that have stopped attempting to join a game after selecting one of the multiple gameplay modes, relative to at least a second one of the multiple gameplay modes, wherein the at least one herding incentive is adapted to encourage more players to play the first gameplay mode; causing a gaming client corresponding to the new player to dynamically generate and output for display a gameplay mode selection interface that includes a quickstart button, wherein the gameplay mode selection interface hides an association between the quickstart button and the first gameplay mode from the new player, and wherein the gaming client, when the quickstart button is selected, automatically transmits a selection of the first gameplay mode to the gaming server; upon receiving, at the gaming server, from the gaming client, a selection of the first gameplay mode, determining that an in-progress multi-player game session is available that matches the first gameplay mode; enabling the new player to join the in-progress multi-player game session; updating player data maintained for the new player by the gaming server, to grant the herding incentive to the new player for a duration of the in-progress multi-player game session, as a result of the selection of the first gameplay mode; and modifying game play for the new player for the duration of the in-progress multi-player game session based on the herding incentive. 2. The method of claim 1, wherein determining that the first gameplay mode is the less popular gameplay mode, is based on a number of players currently playing the first gameplay mode. 3. The method of claim 1, wherein the herding incentive comprises a weapon or tool that the new player can use in the first gameplay mode and wherein modifying game play for the new player for the duration of the in-progress multi-player game session based on the herding incentive includes modifying game play to allow use of the weapon or tool by the new player for the duration of the in-progress multi-player game session. 4. The method of claim 1, further comprising associating the herding incentive with the new player when the new player selects the first gameplay mode. 5. The method of claim 1, wherein the gameplay mode selection interface comprises a list of the multiple gameplay modes for the multi-player game that indicates the herding incentive is associated with the first gameplay mode. 6. The method of claim 1, wherein modifying game play for the new player for the duration of the in-progress multi-player game session based on the herding incentive includes at least one of: increasing a point earning rate for the new player for the duration of the in-progress multi-player game session, increasing a likelihood of a rare event occurring for the duration of the in-progress multi-player game session, and presenting extra content during the in-progress multi-player game session. 7. The method of claim 1, further comprising recording herding data that is used to determine effectiveness of the gameplay mode selection interface and the herding incentive. 8. The method of claim 1, further comprising monitoring the multi-player game to gather the one or more metrics. 9. The method of claim 1, wherein the gameplay mode selection interface includes a list of the multiple gameplay modes for the multi-player game that orders the multiple gameplay modes in increasing popularity. 10. The method of claim 1, wherein the one or more metrics comprise data indicating the distribution of players among the multiple gameplay modes. 11. The method of claim 1, wherein the one or more metrics comprise data indicating how long new players have waited while attempting to join a game in each of the multiple gameplay modes after selecting one of the multiple gameplay modes. 12. The method of claim 1, wherein the multiple gameplay modes are different maps for the multi-player game. 13. A system comprising: a processor; a memory, wherein the memory includes a population herding module configured to dynamically herd a matchmaking population for a multi-player electronic video game by performing an operation, the operation comprising: collecting data, at a gaming server, for the multi-play electronic video game; evaluating the data collected by the gaming server for the multi-player electronic video game and specifying one or more metrics of the matchmaking population, to produce metric evaluation results; receiving, at the gaming server, over a data communications network, an electronic request from a new player to join an instance of the multi-player electronic video game having multiple gameplay modes; determining, dynamically by the gaming server, at least one herding incentive for a first one of the multiple gameplay modes, based on the metric evaluation results indicating that the first gameplay mode is a less popular gameplay mode, wherein the metric evaluation results include data indicating the number of new players that have stopped attempting to join a game after selecting one of the multiple gameplay modes, relative to at least a second one of the multiple gameplay modes, wherein the at least one herding incentive is adapted to encourage more players to play the first gameplay mode; causing a gaming client corresponding to the new player to dynamically generate and output for display a gameplay mode selection interface that includes a quickstart button, wherein the gameplay mode selection interface hides an association between the quickstart button and the first gameplay mode from the new player, and wherein the gaming client, when the quickstart button is selected, automatically transmits a selection of the first gameplay mode to the gaming server; upon receiving, at the gaming server, from the gaming client, a selection of the first gameplay mode, determining that an in-progress multi-player game session is available that matches the first gameplay mode; enabling the new player to join the in-progress multi-player game session; updating player data maintained for the new player by the gaming server, to grant the herding incentive to the new player for a duration of the in-progress multi-player game session, as a result of the selection of the first gameplay mode; and modifying game play for the new player for the duration of the in-progress multi-player game session based on the herding incentive. 14. The system of claim 13, wherein modifying game play for the new player for the duration of the in-progress multi-player game session based on the herding incentive includes at least one of: increasing a point earning rate for the new player for the duration of the in-progress multi-player game session, increasing a likelihood of a rare event occurring for the duration of the in-progress multi-player game session, presenting extra content during the in-progress multi-player game session, and modifying game play to allow use of an additional weapon or tool by the new player for the duration of the in-progress multi-player game session. 15. A non-transitory computer-readable storage medium storing instructions that, when executed by a processor, cause a computer system to dynamically herd a matchmaking population for a multi-player electronic video game, by performing an operation comprising: collecting data, at a gaming server, for the multi-play electronic video game; evaluating the data collected by the gaming server for the multi-player electronic video game and specifying one or more metrics of the matchmaking population, to produce metric evaluation results; receiving, at the gaming server, over a data communications network, an electronic request from a new player to join an instance of the multi-player electronic video game having multiple gameplay modes; determining, dynamically by the gaming server, at least one herding incentive for a first one of the multiple gameplay modes, based on the metric evaluation results indicating that the first gameplay mode is a less popular gameplay mode, wherein the metric evaluation results include data indicating the number of new players that have stopped attempting to join a game after selecting one of the multiple gameplay modes, relative to at least a second one of the multiple gameplay modes, wherein the at least one herding incentive is adapted to encourage more players to play the first gameplay mode; causing a gaming client corresponding to the new player to dynamically generate and output for display a gameplay mode selection interface that includes a quickstart button, wherein the gameplay mode selection interface hides an association between the quickstart button and the first gameplay mode from the new player, and wherein the gaming client, when the quickstart button is selected, automatically transmits a selection of the first gameplay mode to the gaming server; upon receiving, at the gaming server, from the gaming client, a selection of the first gameplay mode, determining that an in-progress multi-player game session is available that matches the first gameplay mode; enabling the new player to join the in-progress multi-player game session; updating player data maintained for the new player by the gaming server, to grant the herding incentive to the new player for a duration of the in-progress multi-player game session, as a result of the selection of the first gameplay mode; and modifying game play for the new player for the duration of the in-progress multi-player game session based on the herding incentive. 16. The non-transitory computer-readable storage medium of claim 15, further comprising recording herding data that is used to determine effectiveness of the gameplay mode selection interface and the herding incentive. 17. The non-transitory computer-readable storage medium of claim 15, wherein modifying game play for the new player for the duration of the in-progress multi-player game session based on the herding incentive includes at least one of: increasing a point earning rate for the new player for the duration of the in-progress multi-player game session, increasing a likelihood of a rare event occurring for the duration of the in-progress multi-player game session, presenting extra content during the in-progress multi-player game session, and modifying game play to allow use of an additional weapon or tool by the new player for the duration of the in-progress multi-player game session.