A63F2300/5566

Method for user session transitioning among streaming interactive video servers

A method by which a streaming interactive video user session is handed off from one streaming interactive video server to another without noticeable disruption to the video stream or the user interactivity. A compression technique utilized includes executing a video game on a game server to generate a stream of uncompressed streaming interactive video for a first player participating in a multiplayer session of the video game; receiving input commands at the game server over a network, wherein the input commands provide instructions for executing the video game in association with the first player and are generated from an input device of the first player; and compressing video frames associated with the execution of the video game at the first game server using tiles, wherein one tile from each video frame is encoded as an I tile, and remaining tiles in the corresponding video frame are encoded as P tiles.

Method to detect and score churn in online social games
11278805 · 2022-03-22 · ·

A method and a system for predicting churn of a player of an online game is described. Online engagements of a group of players of the online game are monitored during a churn prediction model training period. Online engagement scores for the group of players are computed within a periodic number of days within the churn model training period. A weighted exponential moving average of the online engagement scores of the group of players of the online game is computed during the churn model training period. The weighted exponential moving average is used to determine an online engagement threshold value of a churn prediction model for the online game. The online engagement threshold value is applied to a weighted exponential moving average of a player during an observation period to determine a churn probability of the player within a prediction period.

METHOD AND SYSTEM FOR RECOMMENDING TEAMMATE FOR TEAM GAME

A method and a system for recommending a teammate for a team game are provided. The method includes the following: searching game data, where the game data includes a plurality of game evaluation parameters; choosing a target parameter from the game evaluation parameters, where a correlation between the target parameter and at least one game experience index is greater than a correlation between remaining parameters and the at least one game experience index; automatically selecting a target role position according to the target parameter and a first game role position of a chosen game role; automatically selecting a target game role according to the target role position; and recommending a player to be teamed up who plans to use the target game role to play the game as a teammate according to the target game role.

MATCHMAKING FOR ONLINE GAMING WITH SIMULATED PLAYERS
20210331076 · 2021-10-28 · ·

A matchmaking system matches players for online gaming, when some of the players may be human players and others may be simulated players. The matchmaking system may determine a first skill score associated with a first player for an online game, determine a behavior simulation model for a simulated player is available for the online game, determine a second skill score associated with the behavior simulation model for the online game, and determine the behavior simulation model matches with the first player based at on the first skill score being within a threshold of the second skill score. The matchmaking system may then instantiate a simulated player based on the behavior simulation model and instantiate the online game with the first player and the simulated player.

USER OF IDENTITY SERVICES TO AUTO-DISCOVER SUBSCRIBERS OF SOCIAL NETWORKING SITES
20210329041 · 2021-10-21 ·

Techniques are disclosed for initiating game sessions between subscribers to online gaming services when account IDs of those subscribers are unknown. Such techniques permit a first user to select a second user with whom to play a game from information readily at hand, such as a contact manager that the first user maintains. The first user's device may send a resolution request message to an identity services server that includes contact information of the second user. Contact information may include network-based information regarding the second user, such as the user's e-mail address or phone number. The identity services server may resolve the contact into an account ID. Thereafter, a game launch request may be sent to the game server, which includes the account identifier resolved by the identity services server. An invitation message may be sent to a terminal of the second user to participate in the game and the game may be started. These techniques do not require that the first user possess the second user's account ID at the game server.

SYSTEMS AND METHODS FOR ADAPTING USER EXPERIENCE IN A DIGITAL EXPERIENCE BASED ON PSYCHOLOGICAL ATTRIBUTES OF INDIVIDUAL USERS
20210322887 · 2021-10-21 ·

Systems and methods for adapting user experience in a digital experience based on psychological attributes of individual users are disclosed. Exemplary implementations may: store, in electronic storage, information associated with the individual users; execute an instance of the digital experience and to use the instance to generate game information that is transmitted to client computing platforms; obtain stated information provided by the users; determine, based on the sets of answers, sets of psychological parameter values for the individual users; identify, based on the sets of psychological parameter values for the individual users, clusters of users that have similar sets of psychological parameter values; group the users into cohorts that correspond to the clusters; and adapt the digital experience for the individual users based on their cohorts.

Multiplayer video game matchmaking optimization

Embodiments of systems presented herein may identify users to include in a match plan. A parameter model may be generated to predict the retention time of a set of users. A queue of potential users, a set of teammates, and/or opponents may be selected from a queue of waiting users. User information for the set of teammates and/or opponents may be provided to the parameter model to generate a predicted retention time. The set of teammates and/or opponents may be approved if the predicted retention time meets a predetermined threshold. Advantageously, by creating a match plan based on retention rates, the engagement and/or retention level for a number of users may be improved compared to existing multiplayer matching systems.

COLLABORATIVE ONLINE GAMING SYSTEM AND METHOD
20210291060 · 2021-09-23 ·

A system, method, and computer program product for collaborative online gaming, including at least one of providing a central repository master browser system; providing an experience calibrated match-making service; providing a dynamic multiplayer server component auto deployment and aggregation system; providing a lobby centric simultaneous and collaborative client game play launching feature; and providing a video game screen over-layer technology giving users access to a control interface while inside a video game being played.

Method for implementing user matching and related device

A method for user matching is provided. A matching request is received from a client. The matching request includes an application identifier and a user identifier. When the application identifier indicates that a matching mode for the matching request is an asynchronous mode, a matching queue identifier is obtained based on the matching request, the user identifier is added to a matching queue corresponding to the matching queue identifier, a predetermined number of user identifiers is selected from the matching queue, a matching result is generated that includes an identifier of a matching group of the selected predetermined number of user identifiers, and the matching result is sent to the client. The predetermined number of user identifiers includes the user identifier in the matching request.

Systems, methods and techniques for safely and effectively coordinating video game play and other activities among multiple remote networked friends and rivals
11083971 · 2021-08-10 · ·

Real time interactive networked gaming is provided with two different classes of bookmarked online game players: “Friends” and “Rivals.” “Friends” are game players that are known personally. “Rivals” are game players who are not known personally but whom one has played against in the past in an online gaming scenario. Game software may allow chatting or other direct communication with “Friends” but not with “Rivals.” Rivals may be tracked to a limited degree so that for example it is possible to play against the Rival when he or she is online. Rivals may for example be players who you wish to track or keep track of, but in a manner that is safe for both you and the “rival.” When a player goes online again, he or she can see whether his or her Rivals are online and invite them to play another game. Inviting Rivals to play may be selectable, so an online player can invite Friends, Rivals or both to play.