US2012142429A1PendingUtilityA1
Collaborative electronic game play employing player classification and aggregation
Est. expiryDec 3, 2030(~4.4 yrs left)· nominal 20-yr term from priority
Inventors:Marcus S. Muller
A63F 13/795A63F 13/822A63F 13/833A63F 2300/5573A63F 13/45A63F 2300/609A63F 2300/5533A63F 2300/5593A63F 2300/534A63F 2300/558A63F 2300/513A63F 2300/532A63F 13/71A63F 2300/5566A63F 2300/407A63F 13/35A63F 13/798A63F 13/69A63F 13/216A63F 13/358A63F 13/87A63F 2300/572
58
PatentIndex Score
0
Cited by
0
References
0
Claims
Abstract
A method and system tracks, analyzes or sorts behaviors of user or players across a network to draw correlations from, or characterizations of, those user or players and identifies similarly characterized or mutually complementary user or players. For example, the method automatically obtains player data regarding interactions by each of multiple players with a multiplayer electronic game via each player's corresponding data processing device connected via the network. The method can then sort, classify or suggest additional activities, games, groups, or other different activities or actions for the players.
Claims
exact text as granted — not AI-modified1 . A computer-implemented method of aggregating players of a massively multiplayer online game (MMOG) for collaborative play, wherein the players interact with the online game via data processing devices connected via a public computer network, the method comprising:
automatically obtaining first data regarding a first player's interactions with the multiplayer online game via the first player's data processing device connected via the public computer network; automatically analyzing the first data regarding the first player's interactions with the multiplayer online game; and, based on the analyzing, automatically determining at least a first characteristic for the first player,
wherein the first characteristic represents determined behaviors, of the first player, without directly receiving input from the first player regarding the first player's personally perceived behaviors;
automatically obtaining second data regarding a second player's interactions with the multiplayer online game via the second player's data processing device connected via the public computer network;
automatically analyzing the second data regarding the second player's interactions with the multiplayer online game; and, based on the analyzing, automatically determining at least a second characteristic for the second player,
wherein the second characteristic represents determined behaviors of the second player, without directly receiving input from the second player regarding the second player's personally perceived behaviors;
based at least on the determined first and second characteristics, automatically determining that the first player and the second player have similar playing styles when playing the multiplayer online game; and, storing an association between the first and second players.
2 . The computer-implemented method of claim 1 wherein the MMOG is a fantasy-themed electronic game, and wherein the method further comprises:
determining at least a quantifiable movement metric from the first data;
determining at least a quantifiable combat efficiency metric from the first data; and
wherein automatically determining at least the first characteristic for the first player includes associating the first player to at least one of three game play types, wherein the three game play types are selected from a group consisting essentially of: explorer, grinder, role-player, trader, twinker, crafter and quester.
3 . The computer-implemented method of claim 1 , further comprising:
determining at least a first quantifiable metric or statistic from the first data; determining at least a second quantifiable metric or statistic from the first data; and wherein automatically determining at least the first characteristic for the first player includes associating at least a first percentage or weight to a first game play characterization for the first player and a second percentage or weight to a second game play characterization for the first player.
4 . The computer-implemented method of claim 1 , wherein the first data includes:
the first player's generated movement data within the multiplayer online game, and wherein the second data includes:
the second player's generated movement data within the multiplayer online game.
5 . The computer-implemented method of claim 1 , further comprising:
accessing a first data structure defining a first digital object, wherein the first data structure is associated with the first player and provides information for use of the first digital object in the multiplayer online game; accessing a second data structure defining a second digital object, wherein the second data structure is associated with the first player and defines information for use of the second digital object in the multiplayer online game,
wherein the first and second data structure are transferable within the multiplayer online game;
analyzing the first and second data objects to generate information; and, modifying the first characteristic based on the analysis of the first and second data objects.
6 . The computer-implemented method of claim 1 , further comprising:
receiving movement data representing movement of a character or object of the first player within the multiplayer online game; calculating at least one statistic or value based at least in part on the generated movement data; comparing the calculated statistic or value to a predetermined threshold or parameter; and, wherein the first characteristic is determined, at least in part, based on the comparison.
7 . The computer-readable medium of claim 6 , further comprising:
associating the generated movement data to locations of certain features within a virtual world for the multiplayer online game; providing a first value for use in automatically determining the first characteristic when the generated movement data indicates that the character or object remains at one of the features within the virtual world beyond a first threshold time, and providing a second value for use in automatically determining the first characteristic when the generated movement data indicates that the character or object visits multiple features within the virtual world under a second threshold time.
8 . The computer-implemented method of claim 1 , further comprising:
obtaining data regarding the first player's verbal communications within the multiplayer online game; analyzing the obtained verbal data for number of different players communicated with; and, providing a value for use in automatically determining the first characteristic based on the analyzing of the obtained verbal data.
9 . The computer-implemented method of claim 8 wherein the data regarding the first player's verbal communications within the multiplayer online game include emotes provided by the first player.
10 . One or more non-transitory computer-readable memories storing a method that, when executed by at least one data processing device, encourages game play among multiple, geographically diverse players of a multiplayer electronic game, wherein the players play the electronic game via data processing devices connected via a data network, the method comprising:
automatically obtaining player data regarding interactions by each of the multiple players with the multiplayer electronic game via each player's corresponding data processing device connected via the data network, wherein the player data includes:
generated movement data within the multiplayer electronic game,
input commands while playing the multiplayer electronic game and any corresponding results generated within the multiplayer electronic game as a result of the inputted commands, and
verbal communications within or concurrently provided while playing the multiplayer electronic game;
automatically generating quantifiable metrics for each of the multiple players based on the player data; based at least on the quantifiable metrics for each of the multiple players, automatically determining that a proper subset of the multiple players have similar or complementary metrics; storing the quantifiable metrics for each of the multiple players, and storing information regarding the subset of players,
wherein at least some of the players in the subset of players previously have not previously interacted with each other or have exchanged communications with each other beyond a threshold amount.
11 . The one or more non-transitory computer-readable memories of claim 10 wherein the multiplayer electronic game includes a virtual world, and wherein the method comprises:
providing a user interface for receiving input from players for player-perceived likes or dislikes in game play; and
receiving user input regarding exclusionary criteria, wherein the exclusionary criteria includes geographic location, political/religious views, or play-styles.
12 . The one or more non-transitory computer-readable memories of claim 10 , further comprising providing a graphical user interface to permit each of the multiple players to provide preferences for each of multiple criteria, and identifying the proper subset of the multiple players based in part on provided preferences for the multiple criteria.
13 . The one or more non-transitory computer-readable memories of claim 10 wherein the multiplayer electronic game is a fantasy-themed game, and wherein the quantifiable metrics include at least two of: experience points received per hour, monetary units received per hour, average time length of game session, average distance traveled per game session, combat effectiveness, mana or spell use efficiency, and average number of points of interest visited per game session.
14 . A system for aggregating geographically disparate users for playing an electronic game, the system comprising:
at least one processor; means for tracking or recording a first set of activity information data associated with an identified first user,
wherein the first set of activity information includes data obtained from the first user's interaction with at least a first electronic game, and
wherein the first electronic game is accessible to users via a geographically distributed electronic network;
means, coupled to the means for tracking or recording, for storing the first set of activity information; means, coupled to the means for storing, for analyzing the stored first set of activity information, and based on the first set of activity information, for classifying or categorizing the first user as at least a first type of user; and means for matching the user to one or more other users based at least in part on the identified or classified first type and based on determining certain criteria from the first set of activity information,
wherein the first user and the one or more users share the first type.
15 . The system of claim 14 , further comprising:
means for identifying similar characteristics between users, including positive correlations relative to a first threshold based at least in part on system generated user characteristics, or preferences expressed by users related to the user characteristics; and, means for identifying different or dissimilar characteristics between users, including negative correlations relative to a second threshold based at least in part on system generated user characteristics, or preferences expressed by users related to the user characteristics.
16 . The system of claim 14 , further comprising:
means for receiving user-provided feedback from the first user; and means for adjusting confidence levels of algorithmic determinations of the identified or classified first type.
17 . A method for analyzing behaviors of players, the method comprising:
receiving data regarding a first player's play-style with respect to at least one of the first player's character in a multiplayer online game; determining that the first player's play-style with respect to the at least one character correlates with a play-style of at least a second player,
wherein the correlation is a positive correlation or a negative correlation;
based at least in part on the correlation between the first player's play-style and the play-style of the second player, then providing a recommendation to the first player, wherein the recommendation includes—
recommending, to the first player, to join a set of players who have played the multiplayer online game, wherein the set of players includes the second player; and,
recommending, to the first player, to undertake a quest within the multiplayer online game.
18 . The method of claim 17 , further comprising:
assigning at least one classification to players, wherein the first and second players have the same classification; and wherein at least some players have a combined classification representing a first percentage or first value for a first classification and a second percentage or second value for a second classification.
19 . The method of claim 17 , further comprising:
determining that the first player has one or more characteristics relative to a threshold; based on the determining that the first player has one or more characteristics relative to a threshold, identifying a group of other players as uncomplementary or undesirable for engaging in game play with the first player based on characteristics of at least some players in the group of other players; and based on the identifying—
transferring the first player to another server hosting another version of the multiplayer online game,
providing a communication to the first player to suggest different activities or quests in the multiplayer online game that minimizes a likelihood of the first player interacting with the group of other players in the multiplayer online game, or
hindering the group of other players from interacting with the first player in the multiplayer online game.
20 . The method of claim 17 , further comprising:
determining a sociability or bonding metric associated with an amount of communication that the first player engages in during game play and an identification of other players with whom the first player engages in communication; determining the recommendation based at least in part on the sociability or bonding metric; and providing a communication to the first player that includes the recommendation.
21 . The method of claim 17 , wherein the recommendation further includes:
recommending to the first player a guild or predefined association of other players who share a similar play-style as the first player, wherein the second player is a member of the guild or association; or, recommending to the first player another online game based on similarities between the play-style of first player and the play-styles other players playing the other online game or other players who have played the other online game, wherein the other players include the second player.
22 . The method of claim 21 , further comprising:
determining that the first player has one or more characteristics relative to a threshold; based on the determining that the first player has one or more characteristics relative to a threshold, identifying a group of other players as uncomplementary or undesirable for engaging in game play with the first player based on characteristics of at least some players in the group of other players; and based on the identifying transferring the first player to the other online game.
23 . The computer-implemented method of claim 1 , wherein the first data includes:
the first player's commands input while playing the multiplayer online game and results generated within the multiplayer online game as a result of the inputted commands, and wherein the second data includes:
the second player's commands input while playing the multiplayer online game and results generated within the multiplayer online game as a result of the inputted commands.
24 . The computer-implemented method of claim 1 , wherein the first data includes:
the first player's verbal communications within or concurrently provided while playing the multiplayer online game, and wherein the second data includes:
the second player's verbal communications within or concurrently provided while playing the multiplayer online game.
25 . The computer-implemented method of claim 1 , further comprising:
providing a communication to the first player, to the second player, or to both the first player and the second player inviting the first player and the second player to join in cooperatively playing the multiplayer online game,
wherein the first player and the second player are geographically separated from each other, and
wherein the first player and the second player previously have not communicated with each other.Cited by (0)
No later patents cite this yet.
References (0)
No backward citations on record.