ow patent: US20160001181A1
[0003]
At least one of the players may comprise a human player, while one or more other players may comprise either non-player characters and/or other human players.
[0006]
Some systems may automatically group or match players based solely on a limited number of hard-coded characteristics (e.g., skill level), which are not dynamically adjusted.
Such systems may create a hard set of segregated pools of players. For example, in some conventional systems, a player who is at a certain skill level may never be matched with a player at a higher skill level, which may result in one dimensional and unsatisfying gameplay.
[0013]
In one implementation of the invention, the system may adjust the threshold match score dynamically based on (e.g., as a function of) a wait time (e.g., a duration of time in which a player has been waiting to be matched, such as in game lobby). For example, the system may lower the threshold match score (assuming higher match scores are associated with higher match quality) when a given player has been waiting to be matched for a predetermined period of time. In some instances, the system may progressively lower the threshold match score as the player continues to wait to be matched until the player is eventually matched.
In this manner, the system may allow a player to be matched using lower quality matches if the player has been waiting to be matched.
[0019]
In another example,
if a player has been performing poorly
(e.g., getting killed at a rate higher than the player’s historical rate), the scoring engine may dynamically adjust one or more coefficients to match the player in a game that will improve the player’s performance.
For example, the player may be matched with easier opponents, matched with teammates that historically resulted in better match outcomes, and/or placed in a game that is more tailored to the player’s preferences (e.g., players that play in games more closely aligned with their preferences tend to perform better).
this just is just some of it… I can keep finding spots in the patent that point to it…
[0023]
The analytics and feedback engine may analyze player data to determine the player style/role that is most effective for the player based on historical information associated with the player. For example, the analytics and feedback engine may determine that a player is most effective or otherwise most enjoys playing as a sniper, which may cause matchmaking to skew towards matches where the player may play in a sniper role.
This entire patent basically encourages one tricking under the hood…