A system for skill-based multiplayer online game matchmaking and method thereof.

The system addresses unfair matchmaking by grouping players based on real-time skill levels and preferences, ensuring balanced and personalized competition across various game formats, improving the gaming experience.

WO2025219946A1PCT designated stage Publication Date: 2025-10-23WINZO GAMES PTE LTD
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Patent Information

Application Number
PCT/IB2025/054073
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-18
Filing Date
2025-04-17
Publication Date
2025-10-23

AI Technical Summary

Technical Problem

Traditional matchmaking systems in online gaming often pair players based on win-loss records or experience level, leading to unfair matches and failing to accommodate a variety of games and formats, resulting in a poor experience for less skilled players.

Method used

A system and method for skill-based multiplayer online game matchmaking that utilizes a processor and memory to capture player profiles, including skill parameters, style parameters, and device capabilities, and employs a matchmaking algorithm to group players based on real-time skill levels, preferences, and device capabilities, supporting various game types and formats.

Benefits of technology

Ensures fair and balanced matches by grouping players with similar skills and preferences, maintaining real-time skill updates, and accommodating diverse game formats, enhancing the gaming experience through personalized and equitable competition.

✦ Generated by Eureka AI based on patent content.

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Abstract

The system 102 and method for matchmaking. The system 102 may comprises a memory, and a processor. The processor may be configured to execute programmed instructions stored in the memory for: rendering a platform for enabling contenders to participate in a contest through a user device (104), detecting a set of contenders that are willing to participate in the contest, at a particular instance in time, capturing a contender profile corresponding to each contender, detecting a subset of contenders are ready to participate in the contest, segregating the subset of contenders into a set of groups based on the contender profile associated with each contender, selected games, entry fees and skill brackets, hosting, by a hosting module (221), a separate contest for each group from the set of groups.
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Description

[0001] Title of Invention:

[0002] A SYSTEM FOR SKILL-BASED MULTIPLAYER ONLINE GAME MATCHMAKING AND METHOD THEREOF.

[0003] CROSS-REFERENCE TO RELATED APPLICATIONS AND PRIORITY

[0004] The present application claims priority from the Indian patent application having application number 202411031168 filed on 18 April 2024, incorporated herein by a reference.

[0005] FIELD OF INVENTION

[0006] The present invention, in general, relates to the field of online gaming and more particularly, relates to a system for skill-based multiplayer online game matchmaking and method thereof.

[0007] BACKGROUND

[0008] Online gaming has become a popular form of entertainment and social interaction. With the advent of the internet and advancements in technology, players from around the world can compete against each other in a variety of games. These games can range from simple, casual games to complex, strategy-based games. However, one of the challenges in online gaming is ensuring fair and balanced matches. Traditional matchmaking systems often pair players based on their win-loss records or their level of experience. This can lead to matches where one player is significantly more skilled than the other, resulting in an unfair game and a poor experience for the less skilled player. Furthermore, these traditional systems often struggle to accommodate a wide variety of games and game formats. There is a need for a more sophisticated matchmaking system that can ensure fair and balanced matches across a wide variety of games and game formats.

[0009] Thus, there is a long-felt need for a system for skill-based multiplayer gaming matchmaking and method thereof.

[0010] SUMMARY

[0011] This summary is provided to introduce concepts related to a system for skill-based multiplayer online game matchmaking and method thereof, and the concepts are further described below in the detailed description. This summary is not intended to identify essential features of the claimed subject matter nor is it intended for use in determining or limiting the scope of the claimed subject matter. In accordance with embodiments, a matchmaking system is provided. The system comprises a memory and a processor configured to execute programmed instructions stored in the memory. The system renders a platform for enabling contenders to participate in a contest through a user device. The platform enables users to access multiple games through a single mobile application. Further, the platform enables users in playing single player games in multiplayer competitive formats for an entry fees by a user. It detects a set of contenders willing to participate in the contest at a particular instance in time and captures a contender profile corresponding to each contender. The system detects a subset of contenders ready to participate in the contest and segregates them into groups based on the contender profile. A separate contest is hosted for each group. The contender profile is associated with skill parameters, style parameters, risk appetite, and processing power of the user device. The system enables a matchmaking algorithm that groups the contenders based on their skill levels and maintains and updates this skill for each player for each game in real-time. The matchmaking algorithm caters to a variety of contests and formats, ranks the subset of contenders based on a combination of previous ranking / win% of the user along with previous scores of the user, and allows specific games to be shown to specific users based on their affinity, location, and past behaviour and entry fees entered by the user. It must be noted that the platform enables users to enter the entry fees before initiating the matchmaking process for identifying the best possible match before initiating the gameplay. The matchmaking process enabled by the matchmaking system converts common and well-known single player games into multiplayer competitive formats.

[0012] BRIEF DESCRIPTION OF DRAWINGS

[0013] The detailed description is described with reference to the accompanying Figures. The same numbers are used throughout the drawings to refer like features and components.

[0014] Figure 1 illustrates a network implementation of a system, in accordance with an embodiment of the present disclosure;

[0015] Figure 2 illustrates a block diagram of the system, in accordance with an embodiment of the present disclosure;

[0016] Figure 3 illustrates a flowchart for skill-based multiplayer online game matchmaking, in accordance with an embodiment of the present disclosure; and Figure 4 illustrates a flowchart depicting a method for skill-based multiplayer online game matchmaking, in accordance with an embodiment of the present disclosure.

[0017] DETAILED DESCRIPTION

[0018] Reference throughout the specification to “various embodiments,” “some embodiments,” “one embodiment,” or “an embodiment” means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment. Thus, appearances of the phrases “in various embodiments,” “in some embodiments,” “in one embodiment,” or “in an embodiment” in places throughout the specification are not necessarily all referring to the same embodiment. Furthermore, the particular features, structures or characteristics may be combined in any suitable manner in one or more embodiments.

[0019] Referring to figure 1, network implementation 100 of a system 102 for skill- based matchmaking in an online game platform is illustrated, in accordance with an embodiment of the present subject matter. The online platform may be an entertainment platform which primarily includes online gaming. In one embodiment, the system 102 may comprise a processor and a memory. Further, the system 102 may be connected to user devices 104 or applications residing over the user devices 104 through a network 106. It may be understood that the system 102 may be communicatively coupled with the user through one or more user devices / applications 104-1, 104-2, . . ., 104-n collectively referred to as a user device 104.

[0020] In one embodiment, the network 106 may be a cellular communication network used by user devices 104 such as mobile phones, tablets, or a virtual device. In one embodiment, the cellular communication network may be the Internet. The user device 104 may be any electronic device, communication device, image capturing device, machine, software, automated computer program, a robot or a combination thereof. The system 102 may be configured to register users over the system 102.

[0021] In one embodiment, the user devices 104 may support communication over one or more types of networks in accordance with the described embodiments. For example, some user devices and networks may support communications over a Wide Area Network (WAN), the Internet, a telephone network (e.g., analog, digital, POTS, PSTN, ISDN, xDSL), a mobile telephone network (e.g., CDMA, GSM, NDAC, TDMA, E-TDMA, NAMPS, WCDMA, CDMA-2000, UMTS, 3G, 4G), a radio network, a television network, a cable network, an optical network (e.g., PON), a satellite network (e.g., VSAT), a packet-switched network, a circuit-switched network, a public network, a private network, and / or other wired or wireless communications network configured to carry data. The aforementioned user devices 104 and network 106 may support wireless local area network (WLAN) and / or wireless metropolitan area network (WMAN) data communications functionality in accordance with Institute of Electrical and Electronics Engineers (IEEE) standards, protocols, and variants such as IEEE 802.11 (“WiFi”), IEEE 802.16 (“WiMAX”), IEEE 802.20x (“Mobile-Fi”), and others. The block diagram of the of the system 102 is further illustrated in figure 2.

[0022] Referring now to figure 2, various components of the system 102 are illustrated, in accordance with an embodiment of the present subject matter. As shown, the system 102 may include at least one processor 202, an I / O interface 204 and a memory 206. The memory 206 consists of programmed instructions corresponding to a set of modules 208 and data 210. The set of modules 208 may include a contest hosting module 212, a detection module 214, a data acquisition module 216, a readiness detection module 218, a matchmaking module 220, a hosting module 221. In one embodiment, at least one processor 202 is configured to fetch and execute computer-readable instructions, stored in the memory 204, corresponding to each module 208. It must be noted that though the invention is explained considering that the system 102 is deployed over a remote server and the user device 104 is communicatively coupled with the system 102 through the network 106. However, it must be noted that the system 102 or modules 208 of the system 102 may also be deployed on the user device 104 itself and the modules 208 perform the same functions as that on the server using the local hardware of the user device 104. By implementing the system 102 on the user device 104, the data privacy of user’s personal data is maintained as the data never leaves the user device 104.

[0023] In one embodiment, the memory 204 may include any computer-readable medium known in the art including, for example, volatile memory, such as static random-access memory (SRAM) and dynamic random-access memory (DRAM), and / or non-volatile memory, such as read-only memory (ROM), erasable programmable ROM, flash memories, hard disks, optical disks, and memory cards. In one embodiment, the programmed instructions may include routines, programs, objects, components, data structures, etc., which perform particular tasks, functions, or implement particular abstract data types. The data 210 may comprise a data repository 222, and other data 224. The other data 224 amongst other things, serves as a repository for storing data processed, received, and generated by one or more components and programmed instructions. The working of the system 102 will now be described in detail referring to figure 2.

[0024] In one embodiment, the processer 202 may execute programmed instructions corresponding to the modules 208. The modules 208 may include the matchmaking module 220, which is responsible for the player pairing process. The contest hosting module 212 provides the interface for players to enter contests. The detection module 214 identifies participants willing to join a contest, and the data acquisition module 216 gathers player profiles. The readiness detection module 218 confirms player readiness, and the hosting module 221 manages the contest for each player group.

[0025] In one embodiment, the processer 202 may execute programmed instructions corresponding to the contest hosting module 212 for serving as the digital arena where players select and enter gaming contests. It is the primary interface for user interaction. Operating in tandem, the detection module 214 scans for players indicating their interest in joining a contest. This detection establishes a pool of potential participants.

[0026] In one embodiment, the processer 202 may execute programmed instructions corresponding to the data acquisition module 216 for collecting individual player profiles, which include player-specific information such as skill levels, gaming styles, and device capabilities. This data is foundational for the matchmaking process. The readiness detection module 218 filters through the pool of players to identify those who are prepared to start gameplay, ensuring that players with fully loaded resources and stable connections are considered.

[0027] In one embodiment, the processer 202 may execute programmed instructions corresponding to the matchmaking module 220 for segregating the ready players into groups based on their profiles, aligning players with similar skill levels and preferences using a sophisticated algorithm that updates player skills in real-time. The hosting module 221 establishes individual contests for each group, managing the game flow and maintaining synchronization among all participants throughout the contest. The matchmaking module 220 is a component in the gaming system responsible for connecting players and ensuring fair competition based on skill.

[0028] In one embodiment, the processer 202 may execute programmed instructions corresponding to the contest hosting module 212 for providing a digital environment where users can access and participate in games. It supports various game types and entry conditions, serving as the access point for users to the gaming experience. The detection module 214 identifies users who wish to join a contest, establishing a pool of potential participants. This detection is essential for the matchmaking process to begin.

[0029] In one embodiment, the processer 202 may execute programmed instructions corresponding to the data acquisition module 216 gathers individual profiles, which include information such as skill levels, play styles, and device capabilities. This information is used to tailor the matchmaking process to each user, ensuring a balanced competitive setting. The readiness detection module 218 then filters through the pool to select contenders who are prepared for gameplay, ensuring that participants have the necessary system resources available to avoid delays and technical issues during matches.

[0030] In one embodiment, the processer 202 may execute programmed instructions corresponding to the hosting module 221 for organizing the contenders into groups based on their profiles and facilitates individual contests for each group. This organization aligns players with similar skill sets and preferences, fostering a fair competitive environment. The matchmaking module 220 thus ensures an efficient and equitable gaming experience by connecting players in a skill-appropriate manner.

[0031] The user devices 104 serves as the interface for players to engage in various contests. It is the hardware that players use to interact with the system 102, enabling them to enter contests and engage with the matchmaking system. The user group consists of players who have expressed interest in participating in a contest. This group is identified by the system to gauge the demand for different contests at any given time. Following the identification of the user group, the system determines 102 the ready users, which are players whose devices have completed preparations such as loading game assets or establishing necessary connections. This ensures that players are prepared to enter a contest without delays or technical issues. The individual user represents the single player profile within the system 102. This profile contains information used to personalize the gaming experience and inform the matchmaking algorithm. The user profile includes data about the player's skill level, preferences, and device capabilities. The matchmaking module 220 utilizes this information to group players with similar profiles, aiming to create balanced contests and a competitive environment for participants.

[0032] The matchmaking module 220 may be a core element in the gaming format, designed to ensure fair player matchups based on skill, preferences, and game dynamics. The matchmaking module 220 comprises several parts: a skill level identifier groups users by skill, a player identifier updates skills in real-time, a game selector and a game format selector cater to various game types, a ranking system ranks players, a win rate calculator assesses win percentages, a score tracker monitors past scores, a game recommender, a user recommender, an affinity tracker, a location tracker, and a behaviour tracker personalize game offerings.

[0033] The matchmaking module 220 begins by grouping users through the skill level identifier, which evaluates players' abilities to ensure balanced matchups. The player identifier updates these skill assessments after each game, maintaining the matchmaking process's accuracy. This dynamic adjustment adapts to players' changing skill levels.

[0034] The game selector and game format selector determine the appropriate game types and formats, such as Ivl or team-based contests, aligning with the players' preferences and the system's capability to support various gaming experiences. The ranking system ranks players by analysing their past performance metrics, including win rates calculated by the win rate calculator and historical scores tracked by the score tracker. This ranking is used in the matchmaking to refine the fairness of the contests.

[0035] Personalization is achieved through the game recommender and user recommender, which display games tailored to individual players based on data from the affinity tracker, the location tracker, and behaviour tracker. These components analyze players' past interactions, geographical data, and game preferences to suggest games that align with their interests. This approach ensures that the matchmaking is fair and tailored to individual player preferences, considering various factors that affect the gameplay experience. The data acquisition module 216 may serves as a data structure within the matchmaking system, capturing personal gaming attributes of players. The data acquisition module 216 may comprises a set of submodules. The set of submodules may include a style parameter identifier, style parameter identifier, a risk appetite identifier, and device power identifier. The skill parameter identifier determines the player's abilities within the game, aligning players of similar skill levels for balanced matches. This assessment is updated as the player participates in contests.

[0036] The style parameter identifier examines the player's approach to gameplay, such as aggressive or defensive strategies, to match players with similar playstyles. This ensures the gaming experience aligns with player preferences. The risk appetite identifier evaluates the player's willingness to engage in contests with varying stakes. This aligns the player with contests that match their risk preference.

[0037] The device power identifier assesses the processing capabilities of the player's device to ensure game compatibility and a smooth user experience.

[0038] These sub-components collectively define a player's gaming profile, influencing matchmaking and gameplay. The system uses this profile data when players request a match, considering all aspects of the player's preferences and device capabilities for matchmaking.

[0039] Referring now to Figure 3 illustrates a flowchart for skill-based multiplayer online game matchmaking, in accordance with an embodiment of the present disclosure.

[0040] At step 302 the system 102 render, through a contest hosting module 212, a platform for enabling contenders to participate in a contest through a user device 104. The processor's role is to execute programmed instructions that include handling this user request. The request is specific to a service that the user is currently using on their device 104. This service could be a game on a gaming platform.

[0041] The step 304 involves the process where a system's processor 202 detect, by a detection module 214, a set of contenders that are willing to participate in the contest through the user device 104, at a particular instance in time. It must be noted that the detection module 214 enables users to enter the entry fees before initiating the matchmaking process for identifying the best possible match before initiating the gameplay.

[0042] Further, the step 306 encompasses the capturing, by a data acquisition module 216, a contender profile corresponding to each contender from the set of contenders.

[0043] At step 308, the system 102 is configured for detecting, by a readiness detection module 218, a subset of contenders from the set of contenders that are ready to participate in the contest.

[0044] At step 310, the system 102 may also be configured for segregating, by a matchmaking module 220, the subset of contenders into a set of groups based on the contender profile associated with each contender from the subset of contenders.

[0045] At step 312, the system 102 may also be configured for hosting, by a hosting module 221, a separate contest for each group from the set of groups.

[0046] Now referring to figure 4 illustrates a flowchart depicting a method for skill-based multiplayer online game matchmaking, in accordance with an embodiment of the present disclosure. The method may comprise a set of steps. The set of steps are described in detail below.

[0047] Step 402 involves the process of rendering a platform that enables users to participate in games. This step is executed by a processor, which is part of a system that includes memory and a processor. The contest hosting module 212 may be tasked with rendering the platform, which serves as the user interface for game selection and entry amount choices, setting the stage for user engagement with the system.

[0048] The platform is a software infrastructure that provides a digital environment for user interaction. The user device 104 and the contest hosting module 212 are the primary components involved in this step. The user device 104 is the physical hardware that facilitates user interaction, while the contest hosting module 212 may be the software responsible for generating the user interface. The purpose of this step is to provide an interface that supports user interaction, displays game options and entry amounts, and guides users through the process of entering the matchmaking pool. The design and functionality of the platform are essential for user experience and the efficiency of the subsequent matchmaking process.

[0049] In summary, Step 402 includes the rendering of a digital platform by the contest hosting module, which is a software component executed by the system's processor. This platform acts as the interface for game and entry amount selection and prepares users for gameplay. The user device is the hardware that enables user interaction with the software, with the overarching goal of facilitating user participation in gaming contests.

[0050] Step 404 involves the system's detection module 214 scanning the platform for user inputs that signal a desire to participate in a game. This step is executed by monitoring user activity on the platform and recognizing when a user is initiating the process to join a game. The system 102 must accurately capture the intent of users who are willing to participate at a specific instance in time. This is necessary for the system 102 to function effectively, as the matchmaking process relies on timely data to create balanced matches.

[0051] The detection module 214 may be responsible for identifying users who select a game and an entry amount, or otherwise indicate readiness through the platform's interface. The module operates by scanning for these inputs and validating the user's intent to engage in gameplay. This step sets the stage for the subsequent process, where users are grouped based on their profiles and prepared for gameplay.

[0052] The readiness of the user's device is an underlying requirement for the user to be considered ready to play. The system checks that the user's device is capable of handling the game, which includes verifying necessary resources and a stable connection (Step 408). This step ensures that the user's device meets the necessary specifications to prevent latency issues and provide a consistent gaming experience for all participants.

[0053] In summary, Step 404 is about the system's capability to detect and identify users who are actively seeking to engage in gameplay. This involves recognizing user inputs and intentions, validating their readiness, and ensuring that their devices meet the specifications for gameplay. This step precedes the matchmaking process, where users are grouped for the game.

[0054] Step 406 involves the process of gathering data about users who are willing to participate in a game. This step is executed by a data acquisition module 216 may be configured to capture user profiles, which includes collecting information provided by the user through the gaming platform's interface. The data is then processed and stored by the system 102. The user interacts with the platform, providing information, while the user device facilitates this interaction and data transmission. The module responsible for this step processes and stores the data to understand the user's gaming preferences and device capabilities to ensure a fair gaming experience. The types of data included in the user profiles. This sub-step requires the collection of parameters such as the user's game-related skills, preferred gameplay style, willingness to engage in games with varying stakes, and the technical specifications of the user's device. The user possesses these characteristics and the device has specific processing capabilities, which are recorded by the data acquisition module 216 responsible. These parameters are recorded to enable the system to group users in a manner that matches their skill level, gameplay style, and device performance, aiming to enhance the gaming experience by placing each user in an appropriate game setting. In summary, Step 406 focus on the collection and recording of detailed information about the users and their devices. This information is utilized by the system to group users in a way that aligns with their skill level, gameplay preferences, and device capabilities, with the goal of providing a balanced gaming experience.

[0055] Step 408 involves the process of determining which users have completed the necessary preparations to engage in gameplay. The readiness detection module 218 carries out this step by assessing the status of the user's device 104. The module 218 checks for the completion of resource loading and the establishment of a stable server connection. If these conditions are met, the user is marked as ready for the matchmaking process.

[0056] The readiness detection module 218 communicates with the user's device 104 to verify that the game assets are loaded and that there is a stable connection to the game servers. This verification is essential to ensure that users who enter the matchmaking pool can be integrated into a game without delays that could affect the gameplay experience. By confirming that users' devices 104 are prepared for gameplay, Step 408 serves as a filter within the matchmaking system. This step ensures that the matchmaking pool consists of users who can participate in the game without technical interruptions. The process is designed to maintain a standard of gameplay quality and fairness, by preventing users with potential technical issues from entering the matchmaking pool. This step supports the system's goal to provide a balanced and enjoyable gaming experience for all users.

[0057] Step 410 involves the process of grouping users for gameplay based on their profiles. The matchmaking module 220 segregates users into different groups by analysing various parameters such as skill level, game preferences, and device capabilities. This process is designed to create balanced matches that are fair for all participants. The matchmaking module 220 may be configured for continuous updating of player skill levels. The matchmaking module 220 may adjusts these levels in response to player performance, ensuring that the grouping reflects current abilities rather than solely historical data. Further, the system 102 may be capable to manage a diverse range of game types and formats. This includes individual and team-based games, as well as casual and structured contests, allowing the system to serve a broad gaming community with varying preferences. A ranking mechanism that incorporates multiple factors. Users are ranked based on a combination of their win / loss records, previous scores, and other performance metrics. This multifaceted ranking system is used to match users with suitable opponents. The system tailors the games and entry amounts displayed to users based on factors such as past behaviour, location, and game preferences, enhancing user engagement by aligning game offerings with user interests.

[0058] When a user is identified as ready to play (Step 408), the system 102 processes their profile (Step 406) and places them in an appropriate group using the matchmaking module 220. The algorithm's ability to handle various game formats and to rank users ensures that users are matched in a contest that is appropriate for their skill level and interests. The system's capability to personalize game offerings further tailors the user experience, increasing the likelihood of user engagement with the games that best match their preferences.

[0059] Step 412 encompasses the process where games are hosted for each group of users. This step is carried out by the hosting module 221, which may be tasked with initiating and managing the gameplay environment for the contests organized for each group. The hosting module sets up the game environment, including establishing game rules, parameters, and loading any necessary game assets, to prepare the game for user participation. The hosting module 221 also oversees the game environment to ensure stability and synchronization of gameplay across all users in the group. This involves coordinating with the game loop server to maintain the game state and player actions by sending and receiving data packets to and from user devices. After the gameplay has concluded, the hosting module handles the declaration of results and the distribution of rewards to the contenders. This step is essential for concluding the contest and providing the outcomes to the participants.

[0060] Step 412 follows the successful grouping of users based on their profiles, which is managed by the matchmaking module 220 (Step 410). The hosting module 221 must efficiently manage multiple contests to ensure that each group of users experiences the game without interruptions or disparities in the gameplay experience.

[0061] Although implementations for the system 102 and the method 300 for skill- based matchmaking in an online gaming platform, have been described in language specific to structural features and methods, it must be understood that the claims are not limited to the specific features or methods described. Rather, the specific features and methods are disclosed as examples of implementations for the system 102 and the method 300 for skillbased matchmaking in an online gaming platform.

Claims

WE CLAIM:

1. A matchmaking system (102), the matchmaking system (102) comprises: a memory (206); and a processor (202), wherein the processor (202) is configured to execute programmed instructions stored in the memory for: rendering, by a contest hosting module (212), a platform for enabling contenders to participate in a contest through a user device (104); detecting, by a detection module (214), a set of contenders that are willing to participate in the contest through the user device (104), at a particular instance in time; capturing, by a data acquisition module (216), a contender profile corresponding to each contender from the set of contenders; detecting, by a readiness detection module (218), a subset of contenders from the set of contenders that are ready to participate in the contest; segregating, by a matchmaking module (220), the subset of contenders into a set of groups based on the contender profile associated with each contender from the subset of contenders; and hosting, by a hosting module (221), a separate contest for each group from the set of groups.

2. The system of claim 1, wherein the contender profile is associated at least with skill parameters, style parameters, risk appetite, and processing power of the user device (104) of the contender.

3. The system of claim 1, wherein the matchmaking module (220) enables a matchmaking algorithm that groups the contenders based on their skill levels and maintains and updates this skill for each player for each game in real-time, creating fair matches across games, entry amounts and skill brackets.

4. The system of claim 3, wherein the matchmaking algorithm caters to a variety of contests and formats.

5. The system of claim 4, wherein the matchmaking algorithm ranks the subset of contenders, based on a combination of previous ranking / win% of the user along with previous scores of the user.

6. The system of claim 5, wherein the matchmaking algorithm allows specific games to be shown to specific users based on their affinity, location, and past behaviour.

7. A method for matchmaking, the method comprises steps of: rendering, by a contest hosting module (212), a platform for enabling contenders to participate in a contest through a user device (104); detecting, by a detection module (214), a set of contenders that are willing to participate in the contest through the user device (104), at a particular instance in time; capturing, by a data acquisition module (216), a contender profile corresponding to each contender from the set of contenders; detecting, by a readiness detection module (218), a subset of contenders from the set of contenders that are ready to participate in the contest; segregating, by a matchmaking module (220), the subset of contenders into a set of groups based on the contender profile associated with each contender from the subset of contenders; and hosting, by a hosting module (221), a separate contest for each group from the set of groups.

Citation Information

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