Automated Tournaments
Patent Information
- Application Number
- JP2023579853
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2021-06-29
- Filing Date
- 2022-04-15
- Publication Date
- 2025-01-15
- Estimated Expiration
- 2042-04-15
AI Technical Summary
Current online gaming tournaments lack real-time visibility and integration with game servers, leading to technical barriers that affect entry, implementation, and scaling, limiting participation to popular titles and excluding novice players, and there are no tools to automate or facilitate tournament management, registration, and spectator support.
A tournament server automates tournament management by registering players, creating multiple tournaments based on queue size, and managing matches with real-time data collection and streaming, using an API to facilitate player qualification, seeding, and scheduling.
Enables scalable and accessible online tournaments that support various game titles, encourage novice participation, and enhance viewer engagement through automated management and real-time data sharing.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates generally to the management of gaming tournaments in a digital gaming network, and more particularly to the automated management of gaming tournaments in a digital gaming network. [Background technology]
[0002] Currently, there are many types of online games that are played in a variety of different modes. Players operating player devices can access and participate in game play sessions hosted or managed by one or more servers with which they communicate using a communications network. Some games are played head-to-head with one or more players, while other games are played in teams (with or without playing against another team). The ability to support matches against other players and / or teams adds to the game titles tournament style play. The administration of such tournaments for online games may include setting up, identifying eligible players, ranking or seeding players, grouping or pairing for each round, scheduling matches, resolving disputes, broadcasting tournament matches, verifying results, and communicating tournament data in a timely manner.
[0003] Current online tournaments may be run by end users or entities whose systems may not be integrated into the games hosted by the game servers in the game network. Thus, such tournament systems may lack real-time visibility and insight into in-game and tournament activity (e.g., characterized by associated metadata). Thus, such online tournaments may encounter technical barriers that affect entry, as well as issues in implementation and scaling to a large number of player devices, spectator devices (including commentator and administrator devices), and streams. Such issues may reduce enjoyment and other benefits for players, as well as spectators, commentators, and other streamers, developers, sponsors, and the like. 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 exclude, or at least discourage, novice players, as well as fail to support less popular game titles. Currently, there are no tools that can automate or facilitate the management of online tournaments, or help amateur tournament organizers attract, retain, and encourage repeat tournament players. Some of the current barriers to tournament gameplay are related to accessibility, convenience, and scale.
[0004] Thus, 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. Summary of the Invention
[0005] Embodiments of the present invention include systems and methods for automating the management of online tournaments. Multiple computing devices may be used by multiple players to register for an online tournament. A tournament server that receives a first set of players registered for a tournament may place the first set of players in a tournament queue. The tournament server may then determine that the players in the tournament queue exceed a predetermined maximum tournament size. The tournament server may then create one or more tournaments based on the model tournament, the players in the tournament queue, and the predetermined maximum tournament size. The tournament server further places the players in the tournament queue into each of the tournaments. [Brief description of the drawings]
[0006] [Figure 1] 1 illustrates an exemplary network embodiment in which a system for automating tournaments may be implemented.
[0007] [Diagram 2] 2 illustrates an example implementation of an automated tournament with the gaming network of FIG. 1.
[0008] [Diagram 3] 1 is a flowchart illustrating an example method for automating a tournament.
[0009] [Figure 4] FIG. 2 is a block diagram of an example computing device that may be used to implement an embodiment of the system of FIG. 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Embodiments of the present invention include systems and methods for automating the management of online tournaments. Multiple computing devices may be used by multiple players to register for an online tournament. A tournament server that receives a first set of players registered for a tournament may place the first set of players in a tournament queue. The tournament server may then determine that the players in the tournament queue exceed a predetermined maximum tournament size. The tournament server may then create one or more tournaments based on the model tournament, the players in the tournament queue, and the predetermined maximum tournament size. The tournament server further places the players in the tournament queue into each of the tournaments.
[0011] 1 illustrates an example 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-110A associated with users 105-110.
[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 network of public / private networks, such as the Internet. The public network 102 is communicatively coupled to a gaming network 104, which represents a network of computing resources.
[0013] The gaming 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. As described in more detail with respect to FIG. 2, the gaming network servers of the gaming network 104 may include any type of server or other computing device known in the art, including standard hardware computing components such as network and media interfaces, non-transitory computer-readable storage (memory), and a processor for executing instructions or accessing information that may be stored in the memory. The functionality of multiple servers may be integrated into a single server. Any of the aforementioned servers (or integrated servers) may exhibit certain client-side, cache, or proxy server characteristics. These characteristics may depend on the particular network placement of the server or the particular configuration of the server. The gaming network 104, together with the public network 102, may provide players and developers (through their devices) with communication access to the tournament server 112.
[0014] Players 108, 109, and 110 may participate in the automated tournament on their respective computing devices 108A, 109A, and 110A. As shown, players 108, 109, and 110 are permitted to access a tournament server 112 with their respective computing devices (e.g., 108A, 109A, and 110A). As used herein, players 108-110 may include spectators (and commentators) who may access a gameplay session or stream for the purposes of viewing, but not participating. Although computing devices 108A, 109A, and 110A are shown as personal computing devices, it is understood that the computing devices may include a variety of processor-based systems, including, but not limited to, laptop computers, game consoles, smartphones, tablet computer systems, and the like. Examples of hardware systems that may be used to implement the computing devices are described in more detail below with respect to FIG. 4. Similarly, tournament organizers (e.g., 105, 106, and 107) are permitted to access tournament server 112 via their respective computing systems (e.g., 105A, 106A, and 107A). It will be appreciated that a greater number (or fewer) of players and / or developers may interact with gaming environment 100 without departing from the scope of the present 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 may facilitate player matches across multiple different game genres, such as real-time strategy (RTS) games, adventure games, puzzle games, and the like. From a menu or other graphical interface provided by the tournament server 112, the tournament organizer may select any of the various different available game titles as the basis for the custom tournament. Furthermore, since the metrics used to evaluate the gameplay performance of players may vary widely depending on the title and type / genre of the game, the tournament organizer may be presented with options not only from the selected game title, but also to define custom metrics or game performance attributes to be used to evaluate player performance for the tournament. The tournament organizer may define tournament parameters and schedule settings for the tournament. In some embodiments, each tournament is created based on a template of a model tournament. The model tournament is an ideal size for the tournament to maximize the user experience based on the difficulty and duration of the tournament.
[0016] By way of example, tournament organizers 105, 106, and / or 107 may be developers, users, or other entities of different game titles, each of which is associated with a respective computing device used to communicate with tournament server 112. To facilitate the creation and management of tournaments, each of the tournament organizers may be required to submit game performance attributes (e.g., attributes selected from predefined choices or defined by customized metric definitions) to tournament server 112, for example, using their respective computing systems 105A, 106A, and 107A. In a similar manner, the creation of game tournaments and corresponding tournament parameters may be managed at the player level, for example, by one or more of players 108, 109, and / or 110. That is, individual players or groups of players may provide the specific game performance attributes they wish to implement to structure their own customized tournament play.
[0017] While game performance attributes may include virtually any type of information that may be used in conjunction with the creation, execution, management, and / or promotion of an online game tournament, in some embodiments, game performance attribute information may include game characteristics including, but not limited to, one or more of "match type," "event information," and / or player access list, etc. Game attribute information may also include game statistics including, but not limited to, win / loss record, length of time played, level achieved, points, and / or ELO rating, etc. In some embodiments, game statistics include "low level" player statistics including, but not limited to, map location information, map path information, shots fired, time using a rifle, time kneeling, running time, time to first position fix, time to acquire a target (e.g., a "quick draw" indicator), and / or player / avatar health metrics, etc.
[0018] Game performance attributes, including game characteristics and game play statistics, may be received and recorded by the tournament server 112 using an application programming interface (API), such as, for example, API 114. In a similar manner, game play statistics may be collected by API 114. API 114 is also used by tournament server 112 to publish tournaments and schedules set for tournaments. Published tournaments and schedules are made available to players and can be viewed on each of the players' computing devices 108A, 109A, and 110A. Input received via API 114 may need to be validated.
[0019] Using the selections for the game title(s) and the received game attributes, the tournament server 112 can automatically generate a custom tournament structure with parameters for qualifying, registering, and seeding players, as well as scheduling matches related to specific matches within the custom tournament structure and managing associated streams. A scheduled tournament may have various statuses or stages. For example, a scheduled tournament may be labeled as "scheduled," "open," "checked in," or "closed." After the "checked in" stage, the tournament becomes "closed." The "in progress" stage of a tournament begins after the tournament becomes "closed." Additionally, an active or live tournament may have various statuses or stages. An active or live tournament may be labeled as "in progress" or "completed."
[0020] During the active or live tournament phase, the tournament server 112 may create tournaments in response to certain triggers. For example, one or more tournaments may be created to accommodate a number of players registered for the tournament that exceed 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 is started, one or more matches may be played. For example, a tournament may have three matches played in the first round. After each match, the results may be determined and based on the results, the next round of matches or groupings may be generated. This process may continue until the tournament rounds are complete. In each match, a clock may be started that allows players a certain amount of time to participate in the match. Once the time is up, gameplay may begin between the players who joined the game.
[0022] Depending on the implementation, game play statistics 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 that includes information describing individual player performance for one or more game titles and / or genre categories.
[0023] Generally, tournament server 112 initiates, operates, and manages automated tournaments, and in so doing may obtain gameplay data related to the automated tournaments for the purpose of delivering that information to remote spectators via their computing devices 108A, 109A, and 110A in conjunction with streams of the tournament matches.
[0024] The tournament server 112 may also obtain information about matches in which players are participating during an automated tournament. For example, microphones, cameras, and / or sensors on the player devices 108A-110A may be used to capture information about the players 108-110. Information about the particular gameplay session of each match (e.g., in-game environment, in-game interactions, gameplay metadata) may be obtained from one or more servers in the game network 104. The tournament server 112 may store the information obtained from the matches in a database. The database may be used to store the video data as well as any obtained gameplay information.
[0025] The tournament creation request may include one or more game titles available via the gaming network 104 associated with the tournament server 112. The tournament creation request may further specify various parameters for qualifying, ranking, slotting, and scheduling participants for the live e-sports event. Players with user accounts (or teams with team accounts) may be registered with the tournament server 112 for use in facilitating registration, ranking, promotion, awarding, searching, and other tournament-related activities associated with the live e-sports tournament, and may automatically share their data with the tournament server 112. The tournament request may further define or select a ranking system, which may include any combination of game play metrics used to evaluate each registrant in a standardized manner.
[0026] In some aspects, the tournament server 112 may use parameters specified by the tournament creation request to rank registered players based on game data over a specified qualifying period (e.g., the past or next two months of play), for a predefined number of game plays (e.g., 100 plays of a particular title), or for a "best of" selection by, for example, selecting the best three games played, or the best five games out of ten, etc. For example, a predefined period may be specified as the qualifying period during which players' game play data may be monitored and used for ranking. Once matches during the qualifying period are completed, the tournament server 112 may determine a ranking based on the skill level of each registered player using game performance attributes and game play statistics data. The determination of skill level may vary depending on the specified game performance attributes and may vary by game title and / or game genre. By way of example, a given player's skill level may be based on one or more of points collected, number of wins and losses, total game time, difficulty achieved, and / or number of "kills", etc.
[0027] At the end of the qualifying round, achievements may be recognized based on the overall ranking of the players or groups of players. For example, digital trophies or medals may be awarded to top-ranking players (or player teams) and published on the profiles of the associated players (or teams). Publishing the achievements of players (or teams) may encourage competition among users of the online gaming environment, by game, by season, or across various game titles and genres. Digital trophies may be displayed next to the players' names on the brackets during the tournament.
[0028] In some aspects, players in a given tournament may be ranked into multiple categories or "tiers." By way of example, the top 2% of players may be designated a "Platinum" tier, the next 20% may be designated a "Gold" tier, the next 28% may be designated a "Silver" tier, the final 32% may be designated a "Bronze" tier, and so on. After completion of tournament play, players may be promoted (to higher tiers) or demoted. By way of example, the top 10% of players in a tier may advance in tier position, e.g., from bronze to silver, while the bottom 10% of a tier may be demoted, e.g., from gold to silver. During a tournament, a particular player's category or tier may be displayed next to the player's name on the bracket.
[0029] Figure 2 illustrates an example implementation of an automated tournament via the gaming network of Figure 1. Network architecture 200 includes a tournament server 204 configured to receive, for example, via network 202 (which may include public network 102 and gaming network 104), game play information resulting from players' participation in the automated tournament. In the example illustrated in Figure 2, each of the players (e.g., players 1-N) may participate in the tournament.
[0030] Player performance information (for each player) for each tournament may be recorded (eg, by tournament server 112 described above). The player performance information may be used to determine the relative rankings of the players.
[0031] The tournament server 204 is configured to receive results reported by the network 202. The game titles may be structured such that a player's performance in a tournament of any game title provides one or more types of results, depending on the type and genre. The game titles may further be structured to have a defined time limit for reporting results associated with the tournament. In some examples, the result may be a score. In other examples, the result may be a win or loss. Other metrics and results that may be reported to the tournament server 204 may include the reported status of any cancelled or incomplete matches.
[0032] The tournament server 204 is further configured to schedule tournaments. In some examples, the tournament server 204 selects a start time and start date for the tournament. The tournament server 204 can also open the tournament to a particular region. In other examples, the tournament server 204 can select the time between tournaments. The tournament server 204 can also select tournaments that repeat on selected days or selected weeks, or select times on specific days.
[0033] Tournament data, matches, and streams may be accessed and displayed through a client interface of the client computing devices 206A-N. A control center or game hub may provide a client interface for a game title. Tournaments may be available as action cards at the control center or game hub. Action cards may describe the tournament structure and rules, approximate time commitment, start time, tournament mode, and the number of other players participating. Players may use their computing devices 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 deployed showing options for participating in a match. If the player selects an option to participate in a match, the player may check into the match or a countdown may begin. After the countdown, the player will be seeded into the tournament (e.g., according to ranking) and will receive a link to the first match in the tournament. In some examples, if the player does not select to participate in a match (which gives the player the option or causes a check-in or countdown to begin), the player may be removed from the tournament.
[0035] Once the tournament begins and the first matches are completed, a matchup may be displayed to show the player's progress through one or more rounds of the tournament. In some examples, the matchup may default to the player's current position. The matchup may display all players along with their respective contextual information. The contextual information may include social relationships, streaming status, live results, and scores for matches the player has completed to that point.
[0036] In some examples, players participating in a tournament may receive notifications. The notifications may request the player to take a particular step, such as checking in, joining a match, or joining the next match. The notifications may also inform the player of 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 an automated tournament. 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 match format selected is final score, the game can output a score (which can determine a winner), or the game can output multiple scores (which are added together to determine a winner). Additionally, the tournament can be in a variety of tournament modes. Examples of tournament modes include single elimination, battle royale, 1vX, or Swiss.
[0038] 3 is a flow chart illustrating an example method for automating tournaments. Method 300 begins at step 302, where data regarding a number of players registered for a new automated tournament is received by a tournament server. The players are placed in a tournament queue. At step 304, it may be determined that the number of players in the tournament queue exceeds a predetermined maximum tournament size set by a tournament organizer. In some examples, the tournament organizer may be the developer of the game title. At step 306, one or more tournaments are created to facilitate the players in the tournament queue with similar parameters.
[0039] At step 308, the players in the tournament queue are divided into tournaments. The tournaments have similar pre-defined parameters. The parameters may be set by a tournament organizer. The tournament parameters may include the length of time to check in, the estimated time per match, how often the tournament is available, and the length of the tournament. The tournament parameters may further include the match mode, the tournament format, and the country or region in which the players are located. Thus, once the tournament rounds have been started and completed, the tournament server 112 may automatically manage and execute the tournament operations using such parameters without requiring further input from the tournament organizer. Also, streams associated with each tournament may be made available to spectators and other users via an interface that is displayed according to the specified parameters.
[0040] FIG. 4 is a computing device used in the context of the system of FIG. 1. Computing device 400 may include various elements as shown in FIG. 4. It should be noted that the elements are exemplary and other embodiments may incorporate more or less elements than those shown. Computing device 400 (e.g., desktop, laptop, tablet, mobile device, gaming console system) is a device that a user can utilize to facilitate the implementation of the features of the present invention related to the creation of fandom-influenced winner tournaments. Computing device 400 also facilitates a user to view tournament data via a display associated with computing device 400.
[0041] 4, the computing device 400 includes a 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, an auxiliary (AUX) interface 422 for connecting a tracking device 424, although other bus standards and interfaces may be utilized. The computing device 400 further includes an 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 a bus 434. The computing device 400 further includes at least one tracking device 424.
[0042] The tracking device 424 may be a camera that includes eye tracking capabilities. The camera may be integrated into the computing device 400 as a peripheral device or may be attached to it. In a typical eye tracking device, infrared uncollimated light is reflected into the eye and sensed by a camera or optical sensor. The information is then analyzed to extract eye rotation from changes in reflection. Camera-based trackers focus on one or both eyes and record their movement as the viewer looks at some type of stimulus. Camera-based eye trackers use light to generate a pupil center and a corneal reflection (CR). The vector between the pupil center and the CR can be used to calculate the gaze point or gaze direction on a surface. A simple calibration procedure of the viewer is usually required before using the eye tracker.
[0043] Alternatively, more sensitive trackers use reflections from the front of the cornea and reflections from the back of the eye's lens as features to track over time. Even more sensitive trackers image features from inside the eye, including the retinal blood vessels, and follow these features as the eye rotates.
[0044] Most eye tracking devices use a sampling rate of at least 30Hz, with 50 / 60Hz being most common, and some tracking devices operate as high as 1250Hz, which is needed to capture the details of very fast eye movements.
[0045] Alternatively, a distance camera with face recognition capabilities may be used in the present invention to capture gestures made by the user. Distance cameras are typically used to capture and interpret specific gestures, thereby allowing hands-free control of entertainment systems. This technology may use infrared projectors, cameras, depth sensors and microchips to track the movements of objects and individuals in three dimensions. The computing device may also use a variant of image-based three-dimensional reconstruction.
[0046] The tracking device 424 may include a microphone for capturing audio data, either integrated into or attached as a peripheral device to the computing device 400. The microphone may perform sound source localization and / or ambient noise suppression.
[0047] Alternatively, the tracking device 424 may be the controller of the computing device 400. The controller may use a combination of built-in accelerometers and infrared detection to point at nearby sensor LEDs and sense its position in 3D space when attached to or embedded in an entertainment system console. This design allows the user to control the functions of the computing device 400 with physical gestures as well as button presses. The controller connects to the computing device 400 using wireless technology that allows data exchange over short distances (e.g., 30 feet). The controller may further include a "rumble" feature (i.e., vibrating the controller at certain points in the game) and / or an internal speaker.
[0048] The controller may additionally or alternatively be designed to capture biometric measurements using remote sensors that record data including, for example, skin moisture, heart rhythm, and muscle movement.
[0049] As noted above, computing device 400 may be an electronic game console. Alternatively, computing device 400 may be implemented as a general purpose computer, a set-top box, or a handheld gaming device. Additionally, similar user devices may include more or fewer operating components.
[0050] The CPU 404, the vector unit 406, the graphics processing unit 408, and the I / O processor 410 communicate via a system bus 436. Furthermore, the CPU 404 communicates with the main memory 402 via a dedicated bus 438, and the vector unit 406 and the graphics processing unit 408 may communicate through a dedicated bus 440. The CPU 404 executes programs stored in the OS ROM 426 and the main memory 402. The main memory 402 may include pre-stored programs and programs transferred through the I / O processor 410 from a CD-ROM, DVD-ROM, or other optical disk (not shown) using the optical disk control unit 432. The I / O processor 410 mainly controls data exchange between various devices of the computing device 400, including the CPU 404, the vector unit 406, the graphics processing unit 408, and the controller interface 414.
[0051] Graphics processing unit 408 executes graphics instructions received from CPU 404 and vector unit 406 to generate images for display on a display device (not shown). For example, vector unit 406 may transform an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to graphics processing unit 408. Additionally, audio processing unit 430 executes instructions to generate audio signals that are output to an audio device, such as a speaker (not shown).
[0052] A user of computing device 400 provides instructions to CPU 404 via controller interface 414. For example, the user may instruct CPU 404 to store certain information on memory card 416 or may instruct computing device 400 to perform a certain operation. Exemplary controllers associated with controller interface 414 may include touch screens, keyboards, and game controllers.
[0053] Other devices may be connected to the computing device 400 via the USB interface 418, the IEEE 1394 interface 420, and the AUX interface 422. In particular, 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 related hardware equipment may be communicatively connected to the computing device 400 via one or more computing interfaces. Hardware and related software for implementing an augmented reality (AR) experience may be connected to the computing device 400 via one or more computing interfaces as well.
[0054] It is understood that any particular order or hierarchy of steps in the disclosed processes is an example of an example approach. Based on design preferences, it will be understood that the particular order or hierarchy of steps in the processes may be rearranged, or that only some of the steps shown may be performed. Some steps may be performed simultaneously. For example, in certain situations, 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 program components and systems described may generally be integrated together in a single software product or packaged in multiple software products.
[0055] The above description is provided to enable those skilled in the art to practice the various aspects described herein. Various modifications to these aspects will be readily apparent to those skilled in the art, and the general principles defined herein may be applied to other aspects. Thus, the claims are not intended to be limited to the aspects set forth herein, but are to be accorded the full scope consistent with the scope of the claims in language, and reference to an element in the singular is not intended to mean "one and only one" unless expressly stated otherwise, but rather means "one or more."
[0056] The use of a phrase such as "aspect" does not imply that such aspect is essential to the subject technology or that such aspect applies to all configurations of the subject technology. Disclosure regarding an aspect may apply to all configurations, or to one or more configurations. A phrase such as aspect refers to one or more aspects, and vice versa. The use of a phrase such as "configuration" does not imply that such aspect is essential to the subject technology or that such aspect applies to all configurations of the subject technology. Disclosure regarding a configuration may apply to all configurations, or to one or more configurations. A phrase such as configuration refers to one or more configurations, and vice versa.
[0057] The word "exemplary" is used herein to mean "serving as an example or illustration." Any aspect or design described herein as "exemplary" is not necessarily to be construed as preferred or advantageous over other aspects or designs.
Claims
1. 1. A system for automating a tournament, comprising: 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; generating a graphical interface that receives, from a tournament organizer device, one or more customized tournament parameters for an online tournament, the one or more customized tournament parameters including a selected plurality of the different game titles and one or more selected options that define custom metrics for evaluating player performance across the selected plurality of different game titles; identifying a model tournament structure corresponding to a difficulty level and duration associated with the customized tournament parameters received for the online tournament; creating a custom tournament structure by customizing the identified model tournament structure according to the customized tournament parameters, the custom tournament structure corresponding to a plurality of streams each corresponding to one or more matches of the selected plurality of different game titles; automatically seeding the set of player devices for each match within the custom tournament structure based on an evaluation of the in-game performance metrics recorded within the selected plurality of different game titles for each of the set of player devices according to the custom metrics; publishing one or more of the matches, wherein each of the set of player devices receives a respective selectable link for accessing a stream of the respective match pursuant to the granting of the seeding rights; broadcasting one or more of the streams along with game performance attributes of the corresponding matches during the online tournament collected by an application programming interface that actively monitors an online gaming environment for each match, the streams being accessible to one or more spectator devices via a communications network; A tournament server that performs the The system comprising:
2. The system of claim 1 , wherein the tournament server automatically repeats the custom tournament after a predetermined time, the predetermined time being determined via the tournament organizer device.
3. The system of claim 1 , wherein the tournament server labels each of the matches according to one or more available statuses and reports results of each of the matches based on gameplay data.
4. The system of claim 1 , wherein the tournament server receives data regarding a second set of players registered for placement in a tournament queue while each of the matches is active.
5. 2. The system of claim 1, wherein the tournament server further receives a designated qualifying period, and the tournament server awards seeding to the set of player devices based on the in-game performance indicators recorded within the designated qualifying period.
6. The system of claim 1 , wherein the customized tournament parameters include a region in which the player is located.
7. The system of claim 1 , wherein the tournament server further presents the tournament organizer device with one or more options for customizing tournament parameters.
8. 1. A method for automating a tournament, comprising: hosting, by one or more game network servers, game sessions of different game titles played by one or more player devices, the one or more game network servers recording in-game performance metrics from the hosted game sessions; generating a graphical interface that receives, from a tournament organizer device, one or more customized tournament parameters for the online tournament, the one or more customized tournament parameters including a selected plurality of different game titles and one or more selected options that define custom metrics for evaluating player performance across the selected plurality of different game titles; identifying a model tournament structure corresponding to a difficulty level and duration associated with the customized tournament parameters received for the online tournament; creating a custom tournament structure by customizing the identified model tournament structure according to the customized tournament parameters, the custom tournament structure corresponding to a plurality of streams each corresponding to one or more matches of the selected plurality of different game titles; automatically seeding the set of player devices for each match within the custom tournament structure based on an evaluation of the in-game performance metrics recorded within the selected plurality of different game titles for each of the set of player devices according to the custom metrics; publishing one or more of the matches, wherein each of the set of player devices receives a respective selectable link for accessing a stream of the respective match pursuant to the granting of the seeding rights; broadcasting one or more of the streams along with game performance attributes of the corresponding matches during the online tournament collected by an application programming interface that actively monitors an online gaming environment for each match, the streams being accessible to one or more spectator devices via a communications network; The method comprising:
9. 10. The method of claim 8, further comprising automatically repeating the custom tournament after a predetermined time, the predetermined time being determined via the tournament organizer device.
10. labeling each of said matches according to one or more available statuses; reporting an outcome of each of said matches based on game play data; The method of claim 8 further comprising:
11. The method of claim 8 , further comprising receiving data regarding a second set of players registered for placement in a tournament queue while each of the matches is active.
12. 12. The method of claim 11, further comprising receiving a designated qualifying period, and wherein seeding the set of player devices is based on the in-game performance indicators recorded within the designated qualifying period.
13. The method of claim 8 , wherein the customized tournament parameters include a region in which the player is located.
14. The method of claim 8 , further comprising presenting one or more options to the tournament organizer device for customizing tournament parameters.
15. 1. A non-transitory computer readable storage medium having a program embodied thereon executable by a processor to perform a method for automating a tournament, the method comprising: hosting, by one or more game network servers, game sessions of different game titles played by one or more player devices, the one or more game network servers recording in-game performance metrics from the hosted game sessions; generating a graphical interface that receives, from a tournament organizer device, one or more customized tournament parameters for the online tournament, the one or more customized tournament parameters including a selected plurality of different game titles and one or more selected options that define custom metrics for evaluating player performance across the selected plurality of different game titles; identifying a model tournament structure corresponding to a difficulty level and duration associated with the customized tournament parameters received for the online tournament; creating a custom tournament structure by customizing the identified model tournament structure according to the customized tournament parameters, the custom tournament structure corresponding to a plurality of streams each corresponding to one or more matches of the selected plurality of different game titles; automatically seeding the set of player devices for each match within the custom tournament structure based on an evaluation of the in-game performance metrics recorded within the selected plurality of different game titles for each of the set of player devices according to the custom metrics; publishing one or more of the matches, wherein each of the set of player devices receives a respective selectable link for accessing a stream of the respective match pursuant to the granting of the seeding rights; broadcasting one or more of the streams along with game performance attributes of the corresponding matches during the online tournament collected by an application programming interface that actively monitors an online gaming environment for each match, the streams being accessible to one or more spectator devices via a communications network; The non-transitory computer-readable storage medium comprising:
16. 2. The system of claim 1, wherein the tournament server further automatically qualifies the set of player devices from among the one or more player devices playing the selected plurality of different game titles based on the evaluation of the player performances associated with the set of player devices according to the customized tournament parameters.
17. 20. The system of claim 16, wherein the tournament server further automatically qualifies the set of player devices over a predetermined number of game plays of one of the selected plurality of different game titles.
18. 17. The system of claim 16, wherein the tournament server further automatically qualifies the set of player devices by ranking the one or more player devices playing the selected plurality of different game titles, and ranking the one or more player devices includes determining skill levels according to different criteria for each of the selected plurality of different game titles.
19. The system of claim 1 , wherein the tournament server further generates a display including a digital certification of achievement for the set of player devices.
20. 20. The system of claim 19, wherein the display includes a bracket of player names, and the digital recognition of achievements is displayed next to an associated one of the player names.
21. The system of claim 1 , wherein the model tournament structure includes a template of a size corresponding to the difficulty level and duration.