Automated Tournament

The system automates online tournament management by creating multiple tournaments based on player queues and customizable attributes, addressing scalability and visibility issues, and enhancing accessibility and spectator engagement.

JP7873687B2Active Publication Date: 2026-06-12SONY INTERACTIVE ENTERTAINMENT LLC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SONY INTERACTIVE ENTERTAINMENT LLC
Filing Date
2022-04-15
Publication Date
2026-06-12

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Patent Text Reader

Abstract

This disclosure describes methods and systems for automating tournaments within a gaming environment. Data regarding a first set of players registered for a tournament may be received by a tournament server. The players are placed in a tournament queue. If the number of players in the tournament queue exceeds a certain threshold, one or more tournaments are created based on a model tournament, a maximum size of the tournament, and the number of players in the tournament queue. The players in the tournament queue are placed into tournaments each of which includes one or more matches.
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Description

Technical Field

[0001] The present invention generally relates to the management of game tournaments in digital game networks. More particularly, the present invention relates to the automatic management of game tournaments in digital game networks.

Background Art

[0002] Currently, there are numerous types of online games played in various different modes. A player who operates a player device can access and participate in a game play session hosted or managed by one or more servers that communicate using a communication network. Some games are played by directly competing against one or more players, and some games are played in teams (which may or may not compete against another team). The functionality to support对战 with other players and / or teams adds game titles to tournament-style play. The operation of such tournaments for online games can include setting up, identifying eligible players, ranking or seeding players, making pairings or combinations for each round, scheduling对战, resolving disputes, broadcasting tournament对战, verifying results, and timely communicating tournament data.

[0003] It should be noted that the text "对战" in the original Japanese text is not clearly defined in English. Here, a more general term "compete" is used for translation, but it may need to be adjusted according to the specific context of the game.Current online tournaments may be run by end-users or entities whose systems may not be integrated with the games hosted by game servers within the game network. Therefore, such tournament systems may lack real-time visibility and insight into in-game and tournament activity (characterized, for example, by relevant metadata). Consequently, such online tournaments may not only encounter technical barriers affecting entry, but also face implementation and scaling issues for numerous player devices, spectator devices (including commentators' and administrators' devices), and streams. Such issues can diminish the enjoyment and other benefits not only for players, but also for spectators, commentators, and other streamers, developers, sponsors, etc. As a result, tournaments may tend to be limited to popular titles with a large number of veteran players, run by third parties. Such tournaments may not only exclude novice players, or at least discourage them, but may also fail to support less popular game titles. Currently, there are no tools that can automate or simplify the management of online tournaments, nor are there any tools that can help amateur tournament organizers attract, retain, and encourage tournament players to participate again. Some of the current barriers to tournament gameplay relate to accessibility, convenience, and scalability.

[0004] Therefore, there is a need for improved systems and methods that facilitate and streamline tournament management, registration, check-in, success and progress measurement, streaming, and spectator support. [Overview of the project]

[0005] Embodiments of the present invention include a system and method for automating the management of online tournaments. Multiple computing devices may be used by multiple players to register for an online tournament. Upon receiving a first set of players registered for a tournament, a tournament server may place the first set of players in a tournament queue. The tournament server may then determine that the number of players in the tournament queue exceeds a predetermined maximum tournament size. The tournament server may then create one or more tournaments based on a model tournament, the players in the tournament queue, and the predetermined maximum tournament size. The tournament server may further place the players in the tournament queue into each of the tournaments. [Brief explanation of the drawing]

[0006] [Figure 1] This illustrates an exemplary network configuration in which a system for automating tournaments may be implemented.

[0007] [Figure 2] Figure 1 shows an exemplary implementation of an automated tournament using a game network.

[0008] [Figure 3] This flowchart shows an exemplary method for automating a tournament.

[0009] [Figure 4] This is a block diagram of an exemplary computing device that may be used to implement the embodiment of the system shown in Figure 1. [Modes for carrying out the invention]

[0010] Embodiments of the present invention include a system and method for automating the management of online tournaments. Multiple computing devices may be used by multiple players to register for an online tournament. Upon receiving a first set of players registered for a tournament, a tournament server may place the first set of players in a tournament queue. The tournament server may then determine that the number of players in the tournament queue exceeds a predetermined maximum tournament size. The tournament server may then create one or more tournaments based on a model tournament, the players in the tournament queue, and the predetermined maximum tournament size. The tournament server may further place the players in the tournament queue into each of the tournaments.

[0011] Figure 1 shows an exemplary network environment 100 in which a system for automating tournaments may be implemented. The network environment 100 may include a public network 102, a game network 104, a tournament server(s) 112 associated with an application programming interface (API) 114, and user devices 105A to 110A associated with users 105 to 110.

[0012] The public network 102 may include one or more private networks such as a local area network (LAN), a wide area network (WAN), or a public / private network such as the internet. The public network 102 is communicably connected to the game network 104, which corresponds to a network of computing resources.

[0013] The game network 104 may be any collection of one or more servers configured to host and support one or more game titles accessible via the public network 102. More specifically with respect to Figure 2, the game network servers of the game network 104 may include any type of server, or other computing devices known in the art, including standard hardware computing components such as network and media interfaces, non-temporary computer-readable storage (memory), and processors for executing instructions or accessing information that can be stored in memory. The functionality of multiple servers may be integrated into a single server. Any of the aforementioned servers (or integrated servers) may exhibit specific client-side, cache, or proxy server characteristics. These characteristics may depend on the specific network placement of the servers or the specific configuration of the servers. Together with the public network 102, the game network 104 may provide players and developers with communication access to the tournament server 112 (via their respective devices).

[0014] Players 108, 109, and 110 can participate in an automated tournament on their respective computing devices 108A, 109A, and 110A. As shown in the figure, players 108, 109, and 110 are permitted to access the tournament server 112 using their respective computing devices (e.g., 108A, 109A, and 110A). When used herein, players 108-110 may include spectators (and commentators) who can access the gameplay session or stream for viewing purposes rather than participation. Although computing devices 108A, 109A, and 110A are shown as personal computing devices, it is understood that computing devices may include, but are not limited to, laptop computers, game consoles, smartphones, and tablet computer systems, and may include various processor-based systems. Examples of hardware systems that can be used to implement computing devices are described in more detail later with respect to Figure 4. Similarly, tournament organizers (e.g., 105, 106, and 107) are permitted to access the tournament server 112 via their respective computing systems (e.g., 105A, 106A, and 107A). It is understood that a larger (or smaller) number of players and / or developers may interact with the game environment 100 without deviating from the scope of this technology.

[0015] In practice, the tournament server 112 is configured to create and support tournament-style matches between various players and for multiple different game titles, according to specified and / or customized parameters. For example, the tournament server 112 can facilitate matches between players across multiple different game genres, such as real-time strategy (RTS) games, adventure games, puzzle games, and similar games. The tournament operator can select one of the various different game titles available as the base for a custom tournament from a menu or other graphic interface provided by the tournament server 112. Furthermore, since the metrics used to evaluate a player's gameplay performance can vary greatly depending on the game title and type / genre, the tournament operator may be presented not only with choices from the selected game title, but also with options to define custom metrics or game performance attributes to be used to evaluate player performance for the tournament. The tournament operator can define tournament parameters and scheduling settings within the tournament. In some embodiments, each tournament is created based on a model tournament template. The model tournament is the ideal size for the tournament to maximize the user experience, based on the tournament's difficulty and duration.

[0016] For example, tournament operators 105, 106, and / or 107 may be developers, users, or other entities of different game titles, each associated with their respective computing device used to communicate with the tournament server 112. To facilitate the creation and management of tournaments, each tournament operator may be asked to submit game performance attributes (e.g., attributes selected from a given set of options, or attributes defined by customized metric definitions) to the tournament server 112, for example, using their respective computing systems 105A, 106A, and 107A. Similarly, the creation of game tournaments and corresponding tournament parameters may be managed at the player level, for example, by one or more of the players 108, 109, and / or 110. That is, individual players or groups of players can provide specific game performance attributes they wish to implement to structure their own customized tournament play.

[0017] Game performance attributes may include substantially any type of information that can be used in conjunction with the creation, execution, management, and / or promotion of online game tournaments, but in some embodiments, game performance attribute information may include, but not limited to, one or more game characteristics such as “match type,” “event information,” and / or player access lists. Game attribute information may also include, but not limited to, “high-level” player statistics such as win / loss records, length of playtime, achievement level, score, and / or ELO rating. In some embodiments, game statistics may include, but not limited to, “low-level” player statistics such as location information on the map, path information on the map, bullets fired, time using a rifle, time kneeling, running time, time to initial positioning, time to target acquisition (e.g., “quick draw” metric), and / or player / avatar health evaluation criteria.

[0018] Game performance attributes, including game characteristics and gameplay statistics, may be received and recorded by the tournament server 112 using an application programming interface (API), such as API 114. Similarly, gameplay statistics may be collected by API 114. API 114 is also used by the tournament server 112 to publish tournaments and the schedules set for those tournaments. The published tournaments and schedules are made available to players and can be viewed on each of the players' computing devices 108A, 109A, and 110A. Inputs received via API 114 may need to be validated.

[0019] Using the selected game title(s) and received game attributes, the tournament server 112 can automatically generate a custom tournament structure with parameters for qualifying players, registering players, seeding players, scheduling matches related to specific matches within the custom tournament structure, and managing related streams. Scheduled tournaments can have various statuses or stages. For example, a scheduled tournament may be labeled "Scheduled," "Open," "Check-in," or "Closed." After the "Check-in" stage, the tournament becomes "Closed." The "In Progress" stage of a tournament begins after the tournament becomes "Closed." Furthermore, active or live tournaments can have various statuses or stages. Active or live tournaments may be labeled "In Progress" or "Finished."

[0020] During an active or live tournament phase, the tournament server 112 may create tournaments in response to certain triggers. For example, it may create one or more tournaments to accommodate several players who have registered for a tournament that exceeds a predetermined tournament queue size. While a tournament is active or live, players may register for the next round of the tournament and be placed in the tournament queue.

[0021] Once a tournament begins, one or more matches may take place. For example, a tournament might have three matches in its first round. After each match, the results are determined, and based on those results, the next round or grouping may be generated. This process may continue until the tournament rounds are completed. In each match, a clock may be started that gives players a certain amount of time to participate in the match. When the time runs out, gameplay may begin among the players who have taken part in the game.

[0022] Depending on the implementation, gameplay statistics data may be collected via active monitoring of the online gaming environment, reported by player devices 108A-110A, or received from one or more tournament server systems or game server systems, as part of a game performance dataset containing information describing the performance of individual players for one or more game titles and / or genre categories.

[0023] Generally, the tournament server 112 starts, operates, and manages automated tournaments. In doing so, the tournament server 112 may acquire gameplay data related to the automated tournament for the purpose of distributing this information along with the tournament match stream to remote spectators via their computing devices 108A, 109A, and 110A.

[0024] The tournament server 112 can also obtain information regarding matches in which players are participating during an automatic tournament. For example, the microphones, cameras, and / or sensors of player devices 108A - 110A may be used to capture information regarding players 108 - 110. Information regarding specific game play sessions of each match (e.g., in-game environment, in-game interactions, game play metadata) can be obtained from one or more servers of the game network 104. The tournament server 112 may store the information obtained from the matches in a database. The database can be used to store video data as well as any game play information obtained.

[0025] A tournament creation request can include one or more game titles available via the game network 104 associated with the tournament server 112. The tournament creation request can further specify various parameters for performing participant accreditation, ranking, incorporation into a time frame, and scheduling of a live e-sports event. A player having a user account (or a team having a team account) can be registered with the tournament server 112, which facilitates registration, ranking, promotion, awarding of prizes, searching, and other tournament-related activities associated with the live e-sports tournament, and its data can be automatically shared with the tournament server 112. The tournament request can further define or select a ranking system that includes any combination of game play metrics used to evaluate each registrant in a standardized manner.

[0026] In some embodiments, the tournament server 112 may rank registered players for "best of" selections by using the parameters specified in the tournament creation request to select, based on game data over a specified preliminary period (e.g., the past two months or the next two months of play), a predetermined number of game plays (e.g., 100 plays of a particular title), or by selecting, for example, the best 3 games played, or the best 5 games out of 10. For example, a predetermined period may be specified as the preliminary period during which a player's game play data is monitored and may be used for ranking. When the matches during the preliminary period are completed, the tournament server 112 can determine rankings based on the skill levels of each registered player by using game performance attributes and game play statistical data. The determination of the skill level may vary depending on the specified game performance attributes and may vary depending on the game title and / or game genre. By way of example, the skill level of a given player may be based on one or more of the points collected, the number of wins and losses, the total game time, the difficulty of achievement, and / or the number of "kills".

[0027] At the end of the selection process, achievements may be recognized based on the overall rankings of players or player groups. For example, digital trophies or medals may be awarded to top players (or player teams) and may be publicly displayed on the profiles of the relevant players (or teams). By publicly displaying the achievements of players (or teams), battles can be promoted among users in the online game environment, by game, by season, or across various game titles and genres. The digital trophy may be displayed next to the player name on the match combination table during the tournament.

[0028] In some embodiments, players in a given tournament may be ranked into multiple categories or "tiers." For example, the top 2% of players may be assigned the "Platinum" tier, the next 20% the "Gold" tier, the following 28% the "Silver" tier, the last 32% the "Bronze" tier, and so on. After the tournament play ends, players may be promoted (to a higher tier) or demoted. For example, the top 10% of players in a tier may move up, for example, from Bronze to Silver, while the bottom 10% of a tier may be demoted, for example, from Gold to Silver. During the tournament, a particular player's category or tier may be displayed next to the player's name on the matchup table.

[0029] Figure 2 shows an exemplary implementation of the automated tournament using the game network of Figure 1. The network architecture 200 includes, for example, a tournament server 204 configured to receive gameplay information resulting from players' participation in the automated tournament via a network 202 (which may include a public network 102 and a game network 104). In the example shown in Figure 2, each player (e.g., players 1 through N) may participate in the tournament.

[0030] Player performance information (for each player) for each tournament may be recorded (for example, by the tournament server 112 mentioned above). Player performance information may be used to determine the relative ranking of players.

[0031] The tournament server 204 is configured to receive results reported by network 202. Game titles may be structured such that, depending on their type and genre, a player's performance in a tournament for any given game title provides one or more types of results. Game titles may also be structured to have defined time limits for reporting tournament-related results. In some examples, the result may be a score. In other examples, the result may be a win or a loss. Other metrics and results that may be reported to the tournament server 204 may include the reported status in case of cancellations or incomplete matches.

[0032] Tournament Server 204 is further configured to schedule tournaments. In some examples, Tournament Server 204 selects the start time and start date of a tournament. Tournament Server 204 can also publish tournaments to specific regions. In other examples, Tournament Server 204 can select the time between tournaments. Tournament Server 204 can also select tournaments to repeat on selected days or in selected weeks, or select specific times on specific days.

[0033] Tournament data, matches, and streams can be accessed and displayed via the client interface of client computing devices 206A-N. A control center or game hub is provided in the client interface for the game title. Tournaments may be available as action cards in the control center or game hub. Action cards may describe the structure and rules of the tournament, the approximate duration, start time, tournament mode, and the number of other players participating. Players can use their computing device 206 to select and deploy action cards that provide additional information about the tournament and options for registering for the tournament.

[0034] When a player registers for a tournament, an action card may be played, presenting them with options to participate in a match. If a player chooses to participate in a match, they may either check in to the match or a countdown may begin. After the countdown, the player will be seeded into the tournament (for example, according to their ranking) and receive a link to their first match in the tournament. In some cases, if a player does not choose to participate in a match (which would result in the player being given an option, or checking in or the countdown beginning), the player may be excluded from the tournament.

[0035] Once the tournament has started and the first matches have concluded, a matchup chart can be displayed to show the players' progress through one or more rounds of the tournament. In some examples, the matchup chart may default to a player's current position. The matchup chart may display all players along with their contextual information. This contextual information may include the player's social relationships in matches completed up to that point, streaming status, live results, and scores.

[0036] In some cases, players participating in a tournament may receive notifications. These notifications may require players to take specific steps, such as checking in, joining a match, or joining the next match. Notifications may also inform players of their prizes or their final ranking in the tournament.

[0037] There are many variations and customizations that can be made to the structure and rules of automated tournaments. For example, tournament parameters can specify one or more entity types that can be entered into the tournament, such as individuals or teams. Different match formats can be selected for the tournament, including series, final score, or final ranking. For example, if the selected match format is final score, the game can output a score (which can determine a winner), or the game can output multiple scores (which are summed up to determine a winner). Furthermore, a tournament can be any of the various tournament modes. Examples of tournament modes include single elimination, battle royale, 1vX, or Swiss.

[0038] Figure 3 is a flowchart illustrating an exemplary method for automating a tournament. Method 300 begins in step 302, where data on multiple players registered for a new automated tournament is received by the tournament server. The players are placed in a tournament queue. In step 304, it may be determined that the number of players in the tournament queue exceeds a predetermined maximum tournament size set by the tournament operator. In some examples, the tournament operator may be the developer of the game title. In step 306, one or more tournaments are created using similar parameters to facilitate the players in the tournament queue.

[0039] In step 308, players in the tournament queue are divided into tournaments. Each tournament has similar pre-configured parameters, which may be set by the tournament operator. Tournament parameters may include the length of time to check in, the estimated time per match, how often the tournament can be made available, and the length of the tournament. Tournament parameters may also include the match mode, the tournament format, and the country or region where the players are located. Thus, once a tournament round has started and is completed, the tournament server 112 can automatically manage and execute the tournament using such parameters without requiring further input from the tournament operator. Additionally, the stream associated with each tournament may be made available to spectators and other users through an interface displayed according to the specified parameters.

[0040] Figure 4 shows a computing device used in the context of the system in Figure 1. The computing device 400 may include various elements as shown in Figure 4. It should be noted that the elements are illustrative, and other embodiments may incorporate more or fewer elements than those shown. The computing device 400 (e.g., desktop, laptop, tablet, mobile device, game console system) is a device available to the user to facilitate the implementation of the features of the present invention relating to the creation of winner tournaments influenced by fandom. The computing device 400 also facilitates the user viewing tournament data via a display associated with the computing device 400.

[0041] With respect to Figure 4, the computing device 400 includes main memory 402, a central processing unit (CPU) 404, at least one vector unit 406, a graphics processing unit 408, an input / output (I / O) processor 410, an I / O processor memory 412, a controller interface 414, a memory card 416, a Universal Serial Bus (USB) interface 418 and an IEEE 1394 interface 420, and an auxiliary (AUX) interface 422 for connecting a tracking device 424, although other bus standards and interfaces may be used. The computing device 400 further includes operating system read-only memory (OS ROM) 426, an audio processing unit 428, an optical disk control unit 430, and a hard disk drive 432, which are connected to the I / O processor 410 via bus 434. The computing device 400 further includes at least one tracking device 424.

[0042] The tracking device 424 may be a camera with eye-tracking capabilities. The camera may be integrated into or mounted on the computing device 400 as a peripheral device. In a typical eye-tracking device, infrared non-collimated light is reflected by the eye and sensed by a camera or optical sensor. The information is then analyzed to extract eye rotation from changes in the reflection. Camera-based trackers focus on one or both eyes and record their movement as the viewer views some type of stimulus. Camera-based eye trackers use light that generates pupillary center and corneal reflection (CR). The vector between the pupillary center and CR can be used to calculate the point of fixation or line of sight on a surface. Typically, a simple calibration procedure of the viewer is required before using the eye tracker.

[0043] Alternatively, more sensitive trackers use reflections from the front of the cornea and from the back of the lens of the eye for tracking over time. Even more sensitive trackers image features from inside the eye, including retinal blood vessels, and track these features as the eyeball rotates.

[0044] Most eye-tracking devices use a sampling rate of at least 30Hz, but 50 / 60Hz is the most common. Some tracking devices operate at as high as 1250Hz, which is necessary to capture the details of very fast eye movements.

[0045] Alternatively, a facial recognition-capable distance camera may be used in this invention to capture gestures made by the user. The distance camera is typically used to capture and interpret specific gestures, thereby enabling hands-free control of the entertainment system. This technology may utilize an infrared projector, camera, depth sensor, and microchip to track the movement of objects and individuals in three dimensions. The computing device may also employ variations of image-based three-dimensional reconstruction.

[0046] The tracking device 424 may include a microphone for capturing audio data, either integrated into the computing device 400 or attached as a peripheral device. The microphone may perform sound source localization and / or ambient noise suppression.

[0047] Alternatively, the tracking device 424 may be a controller for the computing device 400. The controller may use a combination of an integrated accelerometer and infrared detection to sense its position in 3D space when mounted or integrated into the console of the entertainment system, and is directed towards the LEDs of nearby sensors. This design allows the user to control the functions of the computing device 400 not only by button presses but also by physical gestures. The controller connects to the computing device 400 using wireless technology that enables data exchange over short distances (e.g., 30 feet). The controller may further include a "rumble" function (i.e., vibrating the controller at specific points in the game) and / or an internal speaker.

[0048] The controller may also be designed to capture biometric data using remote sensors that record data such as skin moisture, heart rhythm, and muscle movement, either further or alternatively.

[0049] As described above, the computing device 400 may be an electronic game console. Alternatively, the computing device 400 may be implemented as a general-purpose computer, a set-top box, or a handheld game device. Furthermore, similar user devices may include more or fewer operating components.

[0050] The CPU 404, vector unit 406, graphics processing unit 408, and I / O processor 410 communicate via system bus 436. Furthermore, the CPU 404 communicates with main memory 402 via dedicated bus 438, and the vector unit 406 and graphics processing unit 408 may communicate via dedicated bus 440. The CPU 404 executes programs stored in OS ROM 426 and main memory 402. Main memory 402 may contain pre-stored programs and programs transferred via I / O processor 410 from CD-ROM, DVD-ROM, or other optical discs (not shown) using optical disc control unit 432. The I / O processor 410 primarily controls data exchange between various devices of the computing device 400, including the CPU 404, vector unit 406, graphics processing unit 408, and controller interface 414.

[0051] The graphics processing unit 408 executes graphics instructions received from the CPU 404 and the vector unit 406 to generate an image for display on a display device (not shown). For example, the vector unit 406 may convert an object from 3D coordinates to 2D coordinates and send the 2D coordinates to the graphics processing unit 408. Furthermore, the audio processing unit 430 executes instructions to generate an audio signal to be output to an audio device such as a speaker (not shown).

[0052] The user of the computing device 400 gives commands to the CPU 404 via the controller interface 414. For example, the user may instruct the CPU 404 to store specific information in the memory card 416, or to instruct the computing device 400 to perform a specific operation. Exemplary controllers associated with the controller interface 414 may include a touchscreen, a keyboard, and a game controller.

[0053] Other devices may be connected to the computing device 400 via a USB interface 418, an IEEE 1394 interface 420, and an AUX interface 422. Specifically, a tracking device 424 including a camera or sensor may be connected to the computing device 400 via the AUX interface 422, and a controller may be connected via the USB interface 418. In some embodiments, a VR headset or associated hardware equipment may be communicably connected to the computing device 400 via one or more computing interfaces. Hardware and associated software for implementing an augmented reality (AR) experience may also be connected to the computing device 400 via one or more computing interfaces.

[0054] Any particular order or hierarchy of steps in the disclosed process is to be understood as an example of an exemplary approach. It will be understood that, based on design preferences, any particular order or hierarchy of steps in the process may be rearranged, or only some of the illustrated steps may be performed. Some steps may be performed simultaneously. For example, in certain circumstances, multitasking and parallel processing may be advantageous. Furthermore, the separation of various system components in the above embodiments should not be understood as requiring such separation in all embodiments, and it should be understood that the described program components and systems can generally be integrated together in a single software product or packaged into multiple software products.

[0055] The above description is provided to enable those skilled in the art to carry out the various embodiments described herein. Various variations of these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein can be applied to other embodiments. Accordingly, the claims are not intended to be limited to the embodiments shown herein, but rather to be given the full scope consistent with the claims in language, and references to singular elements are intended to mean "one or more" and not "one and only one" unless otherwise specified.

[0056] The terms "aspects" and similar phrases do not imply that such aspects are essential to the subject art, or that such aspects apply to all configurations of the subject art. Disclosures relating to aspects may apply to all configurations, or to one or more configurations. Terms such as "aspects" and similar phrases refer to one or more aspects, and vice versa. The terms such as "configuration" and similar phrases do not imply that such configurations are essential to the subject art, or that such configurations apply to all configurations of the subject art. Disclosures relating to configurations may apply to all configurations, or to one or more configurations. Terms such as "configuration" and similar phrases refer to one or more configurations, and vice versa.

[0057] In this specification, the term “exemplary” is used to mean “serving as an example or illustration.” Not all embodiments or designs described herein as “exemplary” are necessarily construed to be preferable or more advantageous than other embodiments or designs.

Claims

1. It is a system for automating tournaments. One or more game network servers that host game sessions of different game titles played by one or more player devices and record in-game performance metrics from the hosted game sessions, To generate a graphic interface that receives one or more customized tournament parameters for an online tournament from a tournament operator device, wherein the one or more customized tournament parameters include a selection of the different game titles and one or more selected options that define custom metrics for evaluating player performance across the selection of the different game titles, Identifying model tournament structures that correspond to the difficulty and duration of the tournament, Creating a custom tournament structure according to the customized tournament parameters, wherein the custom tournament structure corresponds to multiple streams, each corresponding to one or more matches of the selected multiple different game titles, To automatically seed a set of player devices for each match in the custom tournament structure based on an evaluation of the in-game performance metrics recorded in the selected multiple different game titles for each of the set of player devices, according to the custom metrics, Making one or more of the aforementioned matches public, wherein each of the set of player devices receives the respective selectable link to access the stream of each of the aforementioned matches in accordance with the granting of the seeding rights, Distributing one or more streams, along with game performance attributes collected by an application programming interface that actively monitors the online game environment of each corresponding match in the online tournament, wherein the streams are accessible to one or more spectator devices via a communication network. The tournament server and The system comprising the above.

2. The system according to claim 1, wherein the tournament server automatically repeats the generation of the custom tournament structure after a predetermined time, the predetermined time being determined via the tournament operator device.

3. The system according to claim 1, wherein the tournament server labels each of the matches according to one or more available statuses and reports the result of each of the matches based on gameplay data.

4. The system according to claim 1, wherein the tournament server receives data relating to a second set of players registered to be placed in the tournament queue while each of the matches is active.

5. The system according to claim 1, wherein the tournament server further receives a designated qualifying period, and the tournament server grants seeding rights to a set of player devices based on the in-game performance metrics recorded within the designated qualifying period.

6. The system according to claim 1, wherein the customized tournament parameters include the region in which the player device is located.

7. The system according to claim 1, wherein the tournament server further presents the tournament operator device with one or more options for customizing tournament parameters.

8. A method for automating tournaments, Hosting game sessions of different game titles played by one or more player devices using one or more game network servers, wherein the one or more game network servers record in-game performance metrics from the hosted game sessions, To generate a graphic interface that receives one or more customized tournament parameters for an online tournament from a tournament operator device, wherein the one or more customized tournament parameters include a selection of different game titles and one or more selected options that define custom metrics for evaluating player performance across the selection of different game titles, Identifying model tournament structures that correspond to the difficulty and duration of the tournament, Creating a custom tournament structure according to the customized tournament parameters, wherein the custom tournament structure corresponds to multiple streams, each corresponding to one or more matches of the selected multiple different game titles, To automatically seed a set of player devices for each match in the custom tournament structure based on an evaluation of the in-game performance metrics recorded in the selected multiple different game titles for each of the set of player devices, according to the custom metrics, Making one or more of the aforementioned matches public, wherein each of the set of player devices receives the respective selectable link to access the stream of each of the aforementioned matches in accordance with the granting of the seeding rights, Distributing one or more streams, along with game performance attributes collected by an application programming interface that actively monitors the online game environment of each corresponding match in the online tournament, wherein the streams are accessible to one or more spectator devices via a communication network. The method, including the method described above.

9. The method of claim 8, further comprising automatically repeating the generation of the custom tournament structure after a predetermined time, wherein the predetermined time is determined via the tournament operator device.

10. Label each of the aforementioned matches according to one or more available statuses, Based on the gameplay data, report the results of each of the aforementioned matches, The method according to claim 8, further comprising:

11. The method according to claim 8, further comprising receiving data relating to a second set of players registered to be placed in a tournament queue while each of the aforementioned matches is active.

12. The method according to claim 11, further comprising receiving a designated qualifying period, wherein seeding a set of player devices is based on the in-game performance metrics recorded within the designated qualifying period.

13. The method according to claim 8, wherein the customized tournament parameters include the region in which the player device is located.

14. The method according to claim 8, further comprising presenting the tournament operator device with one or more options for customizing tournament parameters.

15. A non-temporary computer-readable storage medium having an embodied program executable by a processor for performing a method for automating a tournament, wherein the method is Hosting game sessions of different game titles played by one or more player devices using one or more game network servers, wherein the one or more game network servers record in-game performance metrics from the hosted game sessions, To generate a graphic interface that receives one or more customized tournament parameters for an online tournament from a tournament operator device, wherein the one or more customized tournament parameters include a selection of different game titles and one or more selected options that define custom metrics for evaluating player performance across the selection of different game titles, Identifying model tournament structures that correspond to the difficulty and duration of the tournament, Creating a custom tournament structure according to the customized tournament parameters, wherein the custom tournament structure corresponds to multiple streams, each corresponding to one or more matches of the selected multiple different game titles, To automatically seed a set of player devices for each match in the custom tournament structure based on an evaluation of the in-game performance metrics recorded in the selected multiple different game titles for each of the set of player devices, according to the custom metrics, Making one or more of the aforementioned matches public, wherein each of the set of player devices receives the respective selectable link to access the stream of each of the aforementioned matches in accordance with the granting of the seeding rights, Distributing one or more streams, along with game performance attributes collected by an application programming interface that actively monitors the online game environment of each corresponding match in the online tournament, wherein the streams are accessible to one or more spectator devices via a communication network. The non-temporary computer-readable storage medium, including the above.

16. The system according to claim 1, further comprising: the tournament server, which further automatically qualifies a set of player devices from among the one or more selected player devices playing different game titles, based on the evaluation of the player performance associated with the set of player devices according to the customized tournament parameters.

17. The system according to claim 16, wherein the tournament server further automatically qualifies a set of player devices by ranking the one or more player devices playing the selected multiple different game titles, and ranking the one or more player devices includes determining a skill level according to different criteria for each of the selected multiple different game titles.

18. The system according to claim 1, wherein the tournament server further generates a display including a digital certification of achievements for the set of player devices.

19. The system according to claim 18, wherein the display includes a match pairing table of player names, and the digital certification of achievements is displayed next to the player name.

20. The system according to claim 1, wherein the model tournament structure includes a template of a size corresponding to the difficulty level and duration.