System-level multiplayer matchmaking
By storing and retrieving data of interactive content titles and activity templates in a multi-user game system and establishing and managing multi-user sessions, the problems of delays and repetitive steps of the existing multi-user game pairing system are solved, and an efficient and simplified multi-user pairing experience is achieved.
Patent Information
- Application Number
- CN201980068582.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2018-09-21
- Filing Date
- 2019-09-13
- Publication Date
- 2025-03-25
- Estimated Expiration
- 2039-09-13
AI Technical Summary
The existing multi-user game pairing system has significant delays and repetitive steps, which affects the user experience, and the pairing effect is not good when the peer experience and user experience is largely different, especially when the player group needs frequent pairing.
By storing data for interactive content titles, activity templates, and multi-user sessions in memory, receiving user selections, retrieving multi-user sessions associated with the selected activity, establishing new multi-user sessions, and adding user devices and peer devices to the session to meet session requirements to initiate the selected activity.
The system-level multi-user pairing is achieved, reducing latency and repetitive steps in the pairing process, improving user experience, and allowing users and peers to maintain pairing between multiple activities, eliminating individual pairing steps for each new activity.
Smart Images

Figure CN113260435B_ABST
Abstract
Description
Background Art
[0001] 1. Field of the Invention
[0002] The present technology relates to providing multi-player matchmaking. More specifically, the present technology can provide system-level multi-player matchmaking.
[0003] 2. Description of related technologies
[0004] Multi-user gameplay is a popular and growing type of gameplay. Multi-user gameplay often involves a user finding a match with a suitable set of peers. Currently available matchmaking services may be performed in-game after a user has launched such a game, and may then be performed separately for each different game title launched by the user. Such matchmaking may use a different matchmaking method for each game. Furthermore, the steps for performing multi-user matchmaking in each game may vary. Currently available matchmaking may also be performed based on limited information from the user and / or peers.
[0005] Due to the popularity of multi-user gaming and playing games with a group of peers (e.g., friends), significant delays in each game and repeated and / or different steps can have a significant impact on the user experience. For example, such pairing can cause delays (e.g., each time a user changes games or sessions and needs to be paired) that harm the user experience, and / or result in poor pairing due to large differences between the peers' experience and the user's experience. In addition, in some cases, such pairing must be repeated for groups of players who regularly play different games together, causing further delays in the game.
[0006] Therefore, there is a need in the art for systems and methods for system-level multi-user pairing. Summary of the invention
[0007] Embodiments of the present invention include systems and methods for system-level multi-user pairing. Data about an interactive content title, an activity template, and a multi-user session may be stored in a memory. The activity template may be associated with the interactive content title and may include an activity requirement. A user selection of an activity may be received. A plurality of active multi-user sessions associated with the selected activity may be retrieved. A new multi-user session may be established. The new multi-user session may have a session requirement, which may be based at least on the activity requirement provided by the retrieved activity template. A user device and at least one peer device may be added to the new multi-user session. The at least one peer device may be associated with at least one peer identified based on the session requirement. The selected activity may be started in the new multi-user session.
[0008] Various embodiments may include a method for system-level multi-user pairing. Such a method may include receiving a user selection from a user device of a user. The user selection may specify a multi-user activity associated with an interactive content title. Such a method may include retrieving information about a plurality of active multi-user sessions associated with the selected activity. Such a method may include retrieving an activity template associated with the selected activity. The retrieved activity template may provide the activity requirements required to start the selected activity. Such a method may include establishing a new multi-user session having a session requirement based at least on the activity requirements provided by the retrieved activity template. Such a method may include adding a user device and at least one identified peer device to the new multi-user session. At least one peer device may be associated with at least one peer identified based on the session requirement. Such a method may include starting the selected activity in a new multi-user session that has been established for the user device and at least one identified peer device.
[0009] Additional embodiments may include a system for system-level multi-user pairing. Such a system may include a memory storing interactive content titles and one or more activity templates associated with each interactive content title. Such a system may include a network interface for establishing a session with a user device associated with a user through a communication network. Such a system may include a processor that executes instructions stored in a memory. The processor executes the instructions to receive a user selection from a user device. The user selection may specify a multi-user activity associated with an interactive content title. The processor executes the instructions to retrieve information about a plurality of active multi-user sessions associated with the selected activity. The processor executes the instructions to retrieve an activity template associated with the selected activity stored in the memory. The retrieved activity template may provide an activity requirement required to start the selected activity. The processor executes the instructions to establish a new multi-user session having a session requirement based at least on the activity requirement provided by the retrieved activity template. The processor executes the instructions to add the user device and at least one identified peer device to the new multi-user session. The at least one peer device may be associated with at least one peer identified based on the session requirement. The processor executes the instructions to start the selected activity in a new multi-user session that has been established for the user device and at least one identified peer device.
[0010] Further embodiments include a non-transitory computer-readable storage medium having embodied thereon a program executable by a processor to perform system-level multi-user pairing. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Figure 1 A network environment is shown in which a system for system-level multi-user pairing may be implemented.
[0012] Figure 2 is a flow chart illustrating an exemplary method for system-level multi-user pairing when a match with an existing multi-user session does not occur.
[0013] Figure 3 is a flow chart illustrating an exemplary method for system-level multi-user pairing when a match with an existing multi-user session occurs.
[0014] Figure 4 is an exemplary electronic entertainment system that may be used to provide system-level multi-user pairing. DETAILED DESCRIPTION
[0015] The detailed description set forth below is intended as a description of various configurations of the present technology and is not intended to represent the only configuration in which the technology can be practiced. The accompanying drawings are incorporated herein and constitute a part of the detailed description. The detailed description includes specific details for the purpose of providing a more comprehensive understanding of the technology. However, it will be clear and understood that the technology is not limited to the specific details set forth herein and can be practiced without these details. In some cases, structures and components are shown in block diagram form in order to avoid blurring the concepts of the present technology.
[0016] Embodiments of the present invention include systems and methods for system-level multi-user pairing. A user may select an activity that requires multiple users to participate in the activity. Such an activity may be associated with an interactive content title. The user may be matched to an existing active multi-user session associated with the selected activity, or a new multi-user session may be generated if the user is not matched to an existing multi-user session. Such multi-user sessions may have session requirements or qualifications that users and / or peers must have to join a particular multi-user session.
[0017] Figure 1 A network environment 100 is shown in which a system for system-level multi-user pairing can occur. The network environment 100 can include one or more interactive content source servers 110 providing interactive content (eg, video games, interactive videos, etc.), a platform server 120, and one or more user devices 140.
[0018] The interactive content source server 110 may maintain and host interactive content titles that are available for playback by user devices 140 over a communication network. Such interactive content servers 110 may be implemented in the cloud (e.g., one or more cloud servers). Each interactive content title may include one or more activities available within the content title. The one or more activities may be playable by a single user or multiple users. Each interactive content title may include one or more templates corresponding to the one or more activities available within the content title. Each template may provide a structured data set about a corresponding activity and may be used as a basis for real-time tracking and displaying information about the corresponding activity.
[0019] In one example, the interactive content title is a video game title, and one or more templates may correspond to different modes of competitive gameplay available within the game title. In another example, one or more templates may correspond to different chapters of an interactive storyline. Each template may be associated with a portion of the interactive content title, where the corresponding activity is started within the interactive content title. For example, a template may include a path point within a portion of the game where the activity is started (e.g., at a specific game environment location at a specific time point in the game storyline). In another example, a template may virtually teleport a user character to a location within the game environment closest to the start of an associated activity. Templates may also be associated with pairings to assign competitive matches to users (e.g., based on skill, experience level, or availability of other peers). Such templates associated with pairings may also provide activity requirements (e.g., maximum and / or minimum number of players, skill level and / or level, role level and / or level, user device requirements, etc.) required to start a selected activity (e.g., a competitive match). Each template may be updated, edited, or deleted, or a new template may be created. One or more templates may be stored at an interactive content source server 110 or at a platform server 120 and retrieved therefrom.
[0020] The platform server 120 may be responsible for communicating with different interactive content source servers 110 so as to match the user to one of the multiple active multi-user sessions associated with the selected activity. Such platform servers 120 may be implemented on one or more cloud servers. The interactive content source server 110 may communicate with multiple platform servers 120. The platform server 120 may also execute instructions, such as for generating a multi-user session with session requirements. Such session requirements may be based on the activity requirements of the template associated with the selected activity (e.g., maximum and / or minimum number of players, skill level and / or level, character level and / or level, user device requirements, etc.). A multi-user session may be established by a platform server 120 associated with a user or with a peer. Such a multi-user session may include two or more users, and may provide communication (e.g., voice chat, video chat, direct messaging, text chat, etc.) between users within the multi-user session. The platform server 120 may also execute instructions, such as to automatically start the selected activity within the multi-user session according to the activity template.
[0021] Interactive content titles and their corresponding activities may be provided through an application programming interface (API) 130 that allows various types of interactive content source servers 110 to communicate with different platform servers 120 and different user devices 140. The API 130 may be specific to a particular computer programming language, operating system, protocol, etc., of the interactive content source server 110 providing the interactive content title, the platform server 120 providing the associated template, and the user device 140 receiving them. In a network environment 100 that includes multiple different types of interactive content source servers 110 (or platform servers 120 or user devices 140), there may also be a corresponding number of APIs 130.
[0022] User devices 140 may include multiple different types of computing devices. For example, user devices 140 may include any number of different game consoles, mobile devices, laptop computers, and desktop computers. Such user devices 140 may also be configured to access data from other storage media, such as, but not limited to, memory cards or disk drives that may be suitable for downloading services. Such devices 140 may include standard hardware computing components, such as, but not limited to, network and media interfaces, non-temporary computer-readable storage devices (memory), and processors for executing instructions that may be stored in memory. These user devices 140 may also run using a variety of different operating systems (e.g., iOS, Android), applications, or computing languages (e.g., C++, JavaScript). The description herein of Figure 4 An exemplary user device 140 is described in detail.
[0023] Figure 2 is a flow chart illustrating an exemplary method 200 for system-level multi-user pairing when matching of a user to an existing multi-user session does not occur. Figure 2 The method 200 may be embodied as executable instructions in a non-transitory computer-readable storage medium, including but not limited to a CD, a DVD, or a non-volatile memory such as a hard drive. The instructions of the storage medium may be executed by a processor (or multiple processors) to cause various hardware components of a computing device that hosts or otherwise accesses the storage medium to implement the method. The execution of the instructions may be implemented on a cloud server (e.g., executed in the cloud). Figure 2 steps identified in the . Figure 2 The steps (and their order) shown in are exemplary and may include various alternatives, equivalents or derivatives thereof, including but not limited to the order of execution thereof.
[0024] In step 210, the platform server 120 receives a user selection of an activity associated with an interactive content title. Such an activity may be an activity that requires multiple users to participate (e.g., a dungeon, a multi-user mission, a competitive tournament, etc.). Such selection may occur when the user participates in different activities of the same or different interactive content titles.
[0025] In step 220, data related to a plurality of active multi-user sessions associated with the activity may be retrieved from the interactive content source server 110 by the platform server 120. Such data may include data about each active multi-user session that may be available for pairing. Such active multi-user sessions may be in various states of progress (e.g., one user may be required or multiple users may be required to participate in a specified activity, etc.). Such active multi-user sessions may also have session requirements that restrict which users may join the active multi-user session. For example, a multi-user session may require that a user's character have a minimum skill level.
[0026] In step 230, a match may be made between a user and a plurality of active multi-user sessions associated with the user selection by the platform server 120. Such a match may be based on the user and data about each active multi-user session. During the match (which may occur in the background), the user may continue to participate in other activities of other interactive content titles. When the user does not match any one of the active multi-user sessions, such a match may produce a mismatch. For example, when the user does not meet the session requirements of any active multi-user session, a mismatch may occur. When a mismatch occurs, a new multi-user session may be established, as described below. When the user device participates in related or unrelated activities in the same or different game titles, such a pairing may occur in the background. In this way, the platform server 120 can also maintain information about active game sessions and their status in real time or near real time. In addition, the user device that has participated in the multi-user session may not be allowed to initiate background pairing to avoid the session matching to the disappeared player. In some embodiments, the user device may be placed in a waiting state until it exits the current session.
[0027] In step 240, an activity template associated with the selected activity and stored at the interactive content source server 110 may be retrieved by the platform server 120. Such activity template may include activity requirements needed to launch the selected activity. Such activity requirements may also take into account hardware, software, user and / or peer requirements in addition to the maximum and / or minimum number of users needed to start the activity.
[0028] In step 250, a multi-user session with session requirements may be established by the platform server 120 or the interactive content source server 110. Such session requirements may be based on the retrieved activity requirements. For example, the activity requirements and subsequent session requirements may require four users to each use a specific user device (e.g., Sony ). Such session requirements may also be based on a user profile associated with the user. Such user profiles may be stored in a memory at the platform server 120 or the user device 140. Such user profiles may include user data (e.g., peer skills, character levels and / or skills, hours played, types of games played, etc.), data about associated user devices (e.g., hardware components and functions, software, router information, geographic location, etc.), and / or user device peripherals (e.g., microphone, camera, mouse, controller, device, etc.). For example, a session requirement may require that the peer role match or exceed the level of the user role. In another example, a session requirement may require that the user device be able to perform host duties, which may be indicated by the user profile with respect to user device functionality.
[0029] In step 260, the user and at least one peer user may be added to the multi-user session by the platform server 120. Peers may be added based on peers (and / or peer devices and peripherals) that meet the session requirements. Such matching may include retrieving peer profiles associated with peers. Such peer profiles may be stored in a memory at the platform server 120 or the user device 140. Such peer profiles may include peer data (e.g., peer skills, character levels and / or skills, hours played, types of games played, etc.), data about associated peer devices (e.g., hardware components and functions, software, router information, geographic location, etc.), and / or peer device peripherals (e.g., microphones, cameras, mice, controllers, devices, etc.). Such peer profiles may be used to rank multiple peers of a multi-user session, and if a selected peer removes itself from the multi-user session, a backup peer may be provided. For example, seven peers may be matched to a multi-user session requiring three peers. Three peers may be selected to join the multi-user session, and the remaining four peers may be ranked to determine which remaining peer may replace the peer that may leave the multi-user session.
[0030] In step 270, the selected activity may be initiated by the interactive content source server 110 or the platform server 120 within the multi-user session. Such initiated activities may be competitive matches requiring two or more participants, thereby requiring pairing between different users (possibly in different multi-user sessions) and the competitive match. Such competitive matches may have competitive match requirements regarding which multi-user sessions may be joined, so that their respective users may participate in the competitive match. In such competitive matches, one or more multi-user sessions are matched to the competitive match based on the users and peers within each multi-user session and the competitive match requirements. For example, a first multi-user session and a second multi-user session may be identified for the competitive match based on the similarity between the users of the first multi-user session and the users of the second multi-user session. Such first multi-user session and second multi-user session may then be merged or otherwise connected so that the corresponding users may participate in the same competitive match (e.g., to compete with each other or cooperate together against a common third party (e.g., a boss, other multi-user sessions, etc.)).
[0031] Figure 3 is a flow chart illustrating an exemplary method 300 for system-level multi-user pairing when a match of a user to an existing multi-user session occurs. Figure 3 The method 300 may be embodied as executable instructions in a non-transitory computer-readable storage medium, including but not limited to a CD, a DVD, or a non-volatile memory such as a hard drive. The instructions of the storage medium may be executed by a processor (or multiple processors) to cause various hardware components of a computing device that hosts or otherwise accesses the storage medium to implement the method. The execution of the instructions may be implemented on the cloud server 160 (e.g., Figure 3 The steps shown in are performed in the cloud). Figure 3 The steps (and their order) shown in are exemplary and may include various alternatives, equivalents or derivatives thereof, including but not limited to the order of execution thereof.
[0032] At step 310, the platform server 120 receives a user selection of an activity associated with an interactive content title. Such an activity may be an activity that requires multiple users to participate (e.g., a dungeon, a multi-user mission, a competitive match, etc.).
[0033] At step 320, a plurality of active multi-user sessions associated with the activity may be retrieved from the interactive content source server 110 by the platform server 120. As described above, such active multi-user sessions may be in various states of progress (e.g., one or more more users may be required). Such active multi-user sessions may also have session requirements that restrict which users may join the active multi-user session. For example, a multi-user session (e.g., for a specific activity within a specific game title) may require that the user's character has a minimum skill level. Such session requirements may also be based on one or more peer profiles of the corresponding one or more peers that have joined the multi-user session. Such peer profiles may include peer data about each peer (e.g., peer skills, character levels and / or skills, hours played, types of games played, etc.), associated peer devices (e.g., hardware components and functions, software, router information, geographic location, etc.), and / or peer device peripherals (e.g., microphones, cameras, mice, controllers, devices, etc.).
[0034] At step 330, a user profile associated with the user may be retrieved by the platform server 120 from a memory stored on the platform server 120 or the user device 140. Such a user profile may include user data about the user (e.g., peer skills, character levels and / or skills, hours played, types of games played, etc.), associated user devices (e.g., hardware components and capabilities, software, router information, geographic location, etc.), and / or user device peripherals (e.g., microphone, camera, mouse, controller, device, etc.).
[0035] At step 340, the user may be matched to one of the multi-user sessions by the platform server 120; and at step 350, the user device may be added to the matched multi-user session by the platform server 120. Such matching may be based on a match between the session requirements and the user data from the user profile, the user device data, and / or the user device peripheral data. For example, the session requirements may require that the user has previously participated in the selected activity, and the user data may indicate that the user has participated in the selected activity multiple times. Such session requirements may indicate that users with experience in the selected activity are required or expected to join the multi-user session.
[0036] After the selected activity is completed, the multi-user session can remain intact outside of the selected activity. The users or peers of the multi-user session can then select another activity to participate in together. For example, the user and peer can be part of the same system-level voice chat group (or other defined group). Such selected activities may or may not require further pairing between the multi-user session and the selected activity. Such multi-user sessions allow the user and peer to remain together when leaving and entering an activity. In this way, the user and peer do not need to be paired separately for each different activity. In other words, the user can participate in multiple different activities with the same multi-user session and peer, thereby eliminating the conventional step of pairing each user and each peer separately for each new activity.
[0037] Performing multi-user pairing at the platform server 120 can further simplify the steps of participating in activities that require multiple users to participate by eliminating the step of launching an interactive title prior to pairing. In other words, the user simply selects a multi-user activity template from a user interface on the platform server 120, which initiates pairing. After pairing is complete, the multi-user activity is launched, and the user can begin interacting with the multi-user activity immediately, thereby bypassing the conventional steps of launching an interactive content title, selecting a multi-user activity, and waiting for pairing to occur within the interactive content title.
[0038] Figure 4 is an exemplary consumer electronic entertainment system that can be used to launch interactive content and provide a dynamic interface. Figure 4 The entertainment system 400 includes a main memory 405, a central processing unit (CPU) 410, a vector unit 415, a graphics processing unit 420, an input / output (I / O) processor 425, an I / O processor memory 430, a peripheral interface 435, a memory card 440, a universal serial bus (USB) interface 445, and a communication network interface 450. The entertainment system 400 also includes an operating system read-only memory (OS ROM) 455, a sound processing unit 460, an optical disk control unit 470, and a hard disk drive 465, which are connected to the I / O processor 425 via a bus 475.
[0039] The entertainment system 400 may be an electronic game console. Alternatively, the entertainment system 400 may be implemented as a general purpose computer, a set-top box, a handheld gaming device, a tablet computing device, a virtual reality device, an augmented reality device, or a mobile computing device or mobile phone. The entertainment system may include more or fewer operating components, depending on the particular form factor, use, or design.
[0040] Figure 4 The CPU 410, vector unit 415, graphics processing unit 420 and I / O processor 425 communicate via the system bus 485. In addition, Figure 4The CPU 410 communicates with the main memory 405 via a dedicated bus 480 , while the vector unit 415 and the graphics processing unit 420 may communicate via a dedicated bus 490 . Figure 4 The CPU 410 executes programs stored in the OS ROM 455 and the main memory 405 . Figure 4 The main memory 405 may contain pre-stored programs and programs transferred from a CD-ROM, DVD-ROM or other optical disk (not shown) via the I / O processor 425 using the optical disk control unit 470 . Figure 4 The I / O processor 425 may also allow for the ingestion of content delivered via a wireless or other communications network (eg, 4G, LTE, 1G, etc.). Figure 4 The I / O processor 425 mainly controls data exchange between various devices of the entertainment system 400 , including the CPU 410 , the vector unit 415 , the graphics processing unit 420 , and the peripheral interface 435 .
[0041] Figure 4 The graphics processing unit 420 executes graphics instructions received from the CPU 410 and the vector unit 415 to generate an image for display on a display device (not shown). Figure 4 The vector unit 415 can transform the object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 420. In addition, the sound processing unit 460 executes instructions to generate sound signals, which are output to an audio device, such as a speaker (not shown). Other devices can be connected to the entertainment system 400 via the USB interface 445 and the communication network interface 450, such as a wireless transceiver, which can also be embedded in the system 400 or as part of some other component such as a processor.
[0042] Figure 4 The user of the entertainment system 400 provides instructions to the CPU 410 via the peripheral interface 435, which allows the use of various available peripheral devices (e.g., controllers) known in the art. For example, the user can instruct the CPU 410 to store certain game information on the memory card 440 or other non-transitory computer-readable storage medium, or instruct the character in the game to perform a certain specified action.
[0043] The present invention can be implemented in applications that can be run by various end-user devices. For example, the end-user device can be a personal computer, a home entertainment system (e.g., a Sony or Sony or Sony ), portable gaming devices (e.g., Sony or Sony ) or a home entertainment system produced by a different lesser manufacturer. The present method described herein is fully expected to be run on a variety of devices. The present invention can also be implemented with cross-name neutrality, where embodiments of the present system can be used across a variety of names from a variety of publishers.
[0044] The present invention can be implemented in applications that can be run using various devices. Non-transitory computer-readable storage media refers to any one or more media that participate in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including but not limited to non-volatile and volatile media, such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, FLASHEPROM, and any other memory chip or cartridge disk.
[0045] Various forms of transmission media may be involved in carrying one or more sequences of one or more instructions to the CPU for execution. The bus carries the data to the system RAM, from which the CPU retrieves and executes the instructions. The instructions received by the system RAM may optionally be stored on a fixed disk before or after execution by the CPU. Similarly, various forms of storage may also be implemented, as well as the necessary network interfaces and network topologies to achieve the same purpose.
[0046] A detailed description of the technology has been provided above for illustration and description purposes. It is not intended to be exhaustive or to limit the technology to the precise form disclosed. In view of the above teachings, many modifications and variations are possible. The described embodiments are selected to best explain the principles of the technology, its practical application, and to enable those skilled in the art to use the technology in various embodiments and make various modifications to suit specific intended uses. It is intended that the scope of the technology be defined by the claims.
Claims
1. A method for providing system-level multi-user pairing, the method comprising: receiving a user selection from a user device of a user, wherein the user selection specifies a selected multi-user activity associated with an interactive content title, wherein the user device is outside of a currently active multi-user session associated with the selected multi-user activity; retrieving an activity template associated with the selected multi-user activity, the activity template providing activity requirements needed to initiate the selected multi-user activity; establishing a new multi-user session having session requirements based at least on the activity requirements provided by the activity template; adding the user device and at least one identified peer device to the new multi-user session, wherein the at least one identified peer device is associated with at least one peer identified based on the session requirements; as well as The interactive content title is launched at a starting point of the selected multi-user activity in the new multi-user session that has been established for the user device and the at least one identified peer device.
2. The method of claim 1, further comprising attempting to match the user to one of currently active multi-user sessions, wherein a no match occurs when the user does not match any of the currently active multi-user sessions.
3. The method of claim 1 , further comprising retrieving a user profile associated with the user, the user profile providing data about the user, the user device, and one or more associated peripheral devices, and wherein adding the user device to the new multi-user session is based on the user profile.
4. The method of claim 3, further comprising retrieving a peer profile associated with the at least one peer, the peer profile providing data about the at least one peer and the at least one identified peer device, wherein adding the at least one identified peer device to the new multi-user session comprises comparing the peer profile to the session requirements.
5. The method of claim 1, wherein the session requirements further include a skill level required to participate in the selected multi-user activity. The method of claim 5 , wherein the required skill level is based on the skill level of the user.
7. The method of claim 1, wherein the selected multi-user activity is a competitive game, and wherein the at least one identified peer device is associated with an existing multi-user session.
8. The method of claim 7, further comprising matching the new multi-user session to the existing multi-user session of the at least one identified peer device, and wherein initiating the selected multi-user activity further comprises joining the existing multi-user session to the new multi-user session.
9. The method of claim 1, wherein the new multi-user session comprises a voice chat.
10. The method of claim 1, further comprising retrieving information about at least one active multi-user session associated with the selected multi-user activity, wherein establishing the new multi-user session is based on a comparison of the retrieved information with the activity requirements of the activity template.
11. The method of claim 1, wherein the session requirements include at least one of hardware requirements and software requirements.
12. The method of claim 1, wherein the activity template comprises a structured data set for tracking and displaying information about the corresponding activity in real time.
13. A method for providing system-level multi-user pairing, the method comprising: receiving a user selection of a selected multi-user activity of an interactive content title from a user device of a user, wherein the user device is outside of currently active multi-user sessions associated with the multi-user activity, each active multi-user session having a session requirement; retrieving a user profile associated with the user, the user profile comprising data about the user, the user device, and one or more peripheral devices of the user device; matching the user device to an identified active multi-user session among the currently active multi-user sessions based on a match between the session requirements of the identified active multi-user session and the user profile; as well as The user device is added to the identified active multi-user session.
14. The method of claim 13, further comprising launching the interactive content title at a starting point of the selected multi-user activity within the identified active multi-user session.
15. The method of claim 13, wherein the selected multi-user activity is a competitive game, wherein the identified active multi-user session includes at least one peer device of at least one peer.
16. The method of claim 15, further comprising initiating the competitive match between the user and the at least one peer within the identified active multi-user session.
17. The method of claim 13, wherein the session requirement is based on a peer profile associated with at least one peer device of at least one peer associated with the identified active multi-user session, the peer profile providing data about the at least one peer and the at least one peer device.
18. The method of claim 17, wherein the session requirement is further based on an activity requirement required to initiate the selected multi-user activity.
19. The method of claim 18, wherein the activity requirements include: The same type of device is required for each user and each peer within an identified active multi-user session.
20. The method of claim 18, wherein the session requirements further include a skill level required to participate in the selected multi-user activity.
21. The method of claim 20, wherein the required skill level is based on a skill level of the at least one peer.
22. The method of claim 13, wherein the interactive content title is a video game.
23. A system for system-level multi-user pairing, the system comprising: a memory storing interactive content titles and one or more activity templates associated with each interactive content title; a network interface that establishes a session with a user device associated with a user through a communications network; as well as one or more processors that execute instructions stored in the memory, wherein the instructions are executed by the one or more processors: receiving a user selection from the user device, wherein the user selection specifies a selected multi-user activity associated with an interactive content title, wherein the user device is outside of a currently active multi-user session associated with the selected multi-user activity; retrieving an activity template stored in the memory and associated with the selected multi-user activity, the activity template providing activity requirements needed to initiate the selected multi-user activity; establishing a new multi-user session having session requirements based at least on the activity requirements provided by the activity template; adding the user device and at least one identified peer device to the new multi-user session, wherein the at least one identified peer device is associated with at least one peer identified based on the session requirements; as well as The interactive content title is launched at a starting point of the selected multi-user activity in the new multi-user session that has been established for the user device and the at least one identified peer device.
24. A non-transitory computer-readable medium having embodied thereon a program executable by a processor to perform a method for providing system-level multi-user pairing, the method comprising: receiving a user selection from a user device of a user, wherein the user selection specifies a selected multi-user activity associated with an interactive content title, wherein the user device is outside of a currently active multi-user session associated with the selected multi-user activity; retrieving an activity template associated with the selected multi-user activity, the activity template providing activity requirements needed to initiate the selected multi-user activity; establishing a new multi-user session having session requirements based at least on the activity requirements provided by the activity template; adding the user device and at least one identified peer device to the new multi-user session, wherein the at least one identified peer device is associated with at least one peer identified based on the session requirements; as well as The interactive content title is launched at a starting point of the selected multi-user activity in the new multi-user session that has been established for the user device and the at least one identified peer device.
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