Dynamic Matchmaking Scoring Engine for Video Game Player Optimization

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Solution Overview

Problem

Conventional multiplayer video game matchmaking systems fail to optimize player matches, leading to unsatisfying gameplay due to rigid skill-based segregation, lack of dynamic adjustment, and failure to assess gameplay quality, resulting in prolonged waiting times and limited utilization of matchmaking processes in other contexts.

Innovation Solution

A matchmaking system and method that utilizes historical player data and analytics to dynamically adjust matchmaking processes, incorporating a scoring engine to assess potential matches based on multiple variables, including skill level, player preferences, and wait time, and a pipelining engine for soft reservations, to optimize player combinations and reduce waiting times.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If conventional systems match players based solely on hard-coded skill level characteristics, then skill-based segregation is achieved, but player match satisfaction deteriorates due to one-dimensional matching

Engineering Contradiction:
Improveskill level assessmentVSAvoidmatchmaking flexibility
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts match variables and their weights based on real-time conditions, player preferences, and historical data rather than using fixed hard-coded rules. The scoring engine continuously updates match quality assessments by incorporating multiple changing factors including player availability, preferred play styles, and temporal patterns.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes multiple parameters simultaneously including skill level, play style preferences, latency requirements, and temporal factors to create comprehensive match optimization. Rather than relying on a single skill parameter, the system evaluates and adjusts multiple variables to achieve better match satisfaction.

Inventive Principle:
Principle #35Parameter changes

2Stability of the object's composition

If conventional systems use rigid skill-based pooling, then matching consistency is improved, but waiting time deteriorates due to limited player pools

Engineering Contradiction:
Improvematch composition consistencyVSAvoidplayer waiting time
Core Design Contradiction:
Stability of the object's compositionVSLoss of time

Solution Approach 1:

The system performs partial matching on strict criteria (skill level) and partial matching on flexible criteria (preferences, availability) to balance match quality with finding speed. By not requiring all parameters to be perfectly matched simultaneously, the system reduces waiting time while maintaining acceptable match consistency.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system dynamically adjusts the strictness of matching criteria based on current player pool conditions, time of day, and demand patterns. When player pools are limited, the system flexibly adjusts parameters to find matches faster; when pools are abundant, it enforces stricter criteria for higher quality matches.

Inventive Principle:
Principle #15Dynamics

3Device complexity

If conventional systems fail to assess gameplay quality, then system complexity is reduced, but matchmaking optimization deteriorates due to lack of feedback loops

Engineering Contradiction:
Improvesystem structureVSAvoidmatchmaking efficiency
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The system implements feedback loops where gameplay quality metrics from completed matches inform future matchmaking decisions. Player performance data, match outcomes, and satisfaction metrics are fed back into the scoring engine to continuously refine matching algorithms and adjust player skill assessments.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system performs preliminary assessments of potential matches using historical data and predictive modeling before actual gameplay occurs. By pre-evaluating match quality potential based on past performance patterns and player characteristics, the system optimizes matchmaking without requiring complex real-time analysis during gameplay.

Inventive Principle:
Principle #10Preliminary action

4Device complexity

If conventional systems do not dynamically adjust match variables, then system simplicity is maintained, but match quality deteriorates due to static weighting

Engineering Contradiction:
Improvematchmaking processVSAvoidmatch quality
Core Design Contradiction:
Device complexityVSManufacturing precision

Solution Approach 1:

The system dynamically adjusts the weighting of different match variables based on current conditions, player preferences, and historical performance data. Rather than using fixed weights for skill level, latency, and preferences, the system adapts these weights in real-time to optimize match quality for different scenarios and player types.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes multiple parameters including variable weights, thresholds, and scoring criteria based on accumulated data and evolving player behaviors. This allows the matchmaking system to adapt to changing game meta, player skill distributions, and emerging patterns in player preferences and performance.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10857468B2Systems and methods for dynamically weighing match variables to better tune player matches
Publication Date: 2020.12.08 ACTIVISION PUBLISHING INC
  • US10857468B2 patent drawing
  • US10857468B2 patent drawing
  • US10857468B2 patent drawing

AI summary

A matchmaking system and method is provided that facilitates optimization of player matches for multiplayer video games. The system may provide a generalized framework for matchmaking using historical player data and analytics. The framework may facilitate automatic determinations of an optimal mix of players and styles to produce the most satisfying user experiences. The system may dynamically update analytical processes based on statistical or otherwise observed data related to gameplay at any given time. In this manner, the system may continually tune the matchmaking process based on observations of player behavior, gameplay quality, and/or other information.