Cross-Match Player Analytics in P2P Gaming Tournaments

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Solution Overview

Problem

Existing technologies face challenges in comparing and analyzing player performance across disparate game matches in peer-to-peer digital gaming tournaments, where players have separate and independent game states that are not easily comparable, making it difficult to automatically assess performance metrics like event occurrences or score changes over time.

Innovation Solution

The system captures game state data from each client and compares it using predefined rules, allowing for the computation of player performance measures across separate matches, even if they start at different times, and provides this comparison for use in eSports stream management systems to recommend video streaming content.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If players compete in separate game matches with independent game states, then player flexibility and tournament accessibility are improved, but performance comparison and analysis across matches become difficult

Engineering Contradiction:
Improvetournament accessibilityVSAvoidperformance comparison accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The patent introduces a third-party analytics server as an intermediary that receives game state data from multiple separate matches and performs standardized comparison. This mediator normalizes data from different game instances, enabling accurate performance comparison without requiring players to share a common game state, thus resolving the contradiction between match independence and performance comparability

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system transforms raw game state data into standardized performance metrics through parameter changes. By converting diverse game state parameters into normalized performance indicators, the system enables meaningful comparisons across separate matches while maintaining the flexibility of independent game instances

Inventive Principle:
Principle #35Parameter changes

2Productivity

If game state data is captured and compared across separate matches, then performance analysis capability is improved, but data processing complexity increases

Engineering Contradiction:
Improveperformance analysis capabilityVSAvoiddata processing complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements preliminary action by establishing standardized data collection protocols and comparison rules before matches occur. The analytics server is pre-configured with comparison logic, allowing it to efficiently process game state data as it arrives without requiring complex real-time analysis, thus improving productivity while managing complexity

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system segments the complex task of cross-match analysis into distinct components: data capture from individual matches, data transmission to analytics server, standardized comparison processing, and results generation. This segmentation allows each component to be optimized independently, improving overall analysis capability while managing processing complexity

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11842609B2Across-match analytics in peer-to-peer gaming tournaments
Publication Date: 2023.12.12 SKILLZ PLATFORM INC
  • US11842609B2 patent drawing
  • US11842609B2 patent drawing
  • US11842609B2 patent drawing

AI summary

First game state data captured from a first client and characterizing in-game information of a first match of a peer-to-peer digital gaming tournament is received. Second game state data captured from a second client and characterizing in-game information of a second match of the peer-to-peer digital gaming tournament is received. The first match and the second match being separate gaming instances. The first game state data captured during the first match and representative of an internal state of a digital video game. The first game state data and the second game state data is compared using a predefined comparison rule by computing a measure of a performance of a first player in the first match with a measure of a performance of a second player in the second match. The comparison is provided. Related apparatus, systems, articles, and techniques are also described and illustrated.