Adaptive Matchmaking Criteria Adjustment for Online Gaming

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Solution Overview

Problem

Existing online multiplayer systems face challenges in efficiently matching users, particularly when the population of online players is low, leading to increased wait times and reduced matchmaking success rates, as they do not adapt their matching criteria based on real-time population dynamics and elapsed time.

Innovation Solution

A system that adjusts matchmaking criteria in real-time based on the available population and moving average of elapsed time to match, expanding or contracting the skill range to improve match likelihood and reduce wait times, thereby enhancing user experience without requiring significant additional processing or hardware resources.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the system maintains strict matching criteria to ensure quality matches, then match quality is improved, but match time increases and match success rate decreases during low population periods

Engineering Contradiction:
Improvematch qualityVSAvoidmatch time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent applies dynamics by making the matching criteria flexible and adaptive rather than static. The system dynamically adjusts the strictness of matching criteria based on real-time population conditions. When player population is high, the system maintains strict criteria for high match quality. When population is low, the system relaxes criteria to ensure matches are found within acceptable time frames, thus resolving the contradiction between match quality and match time.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes key parameters of the matching criteria based on population metrics. The system monitors population size and elapsed time, then adjusts parameters such as skill level range, game mode flexibility, and map preferences. This parameter adaptation allows the system to maintain high match quality when possible while ensuring matches occur within time limits during low population periods.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If the system expands the skill range to find matches during low population, then match success rate is improved, but match quality may decrease

Engineering Contradiction:
Improvematch success rateVSAvoidmatch quality
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent applies partial action by selectively expanding the skill range only when necessary during low population periods. The system does not always use the full skill range expansion; instead, it adjusts the expansion degree based on how long players have been waiting and the current population level. This partial expansion maintains match success rate while minimizing quality degradation.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system uses feedback from elapsed time measurements and population metrics to adjust the skill range expansion. When players have been waiting beyond a threshold time, the system receives feedback to expand criteria. Once matches are found and population increases, the feedback loop allows the system to tighten criteria again, thus balancing success rate and quality through continuous adaptation.

Inventive Principle:
Principle #23Feedback

3Device complexity

If the system uses fixed matching criteria, then processing simplicity is maintained, but adaptability to population changes is reduced

Engineering Contradiction:
Improveprocessing complexityVSAvoidadaptability to population changes
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent applies self-service by enabling the matching system to automatically monitor population metrics and adjust its own criteria without external intervention. The system self-regulates by measuring elapsed time, detecting population levels, and autonomously modifying matching parameters. This self-adjusting mechanism provides adaptability to population changes while keeping processing complexity manageable through automated decision-making.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10729981B1Computer architecture for matching online users for an online experience
Publication Date: 2020.08.04 ELECTRONIC ARTS INC
  • US10729981B1 patent drawing
  • US10729981B1 patent drawing
  • US10729981B1 patent drawing

AI summary

Methods for matching online users in a networked interactive entertainment simulation are provided. In one aspect, a method includes receiving a user request for a user for joining an online session of the simulation. The user request is associated with a set of criteria for matching the user with other online users. An available population of users and a moving average of elapsed time to match for other users are determined. The set of criteria is adjusted based on the available population and the moving average of elapsed time. Finding other online users matching the adjusted set of criteria is initiated. The online session is started based on found online users. Systems and machine-readable media are also provided.