Matchmaking System Latency and Input Compensation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Online gaming systems face challenges in matching players with streaming and non-streaming players due to network latency and input device differences, leading to uneven gameplay experiences.

Innovation Solution

A matchmaking system that adjusts skill scores for streaming players based on network latency and input device type, using streaming latency skill compensators (SLSC) and streaming input device skill compensators (SIDSC) to ensure fair matches by modifying their skill scores and matching them with players of similar abilities.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If streaming players are matched with non-streaming players using standard skill scores, then player pool availability increases, but gameplay fairness deteriorates due to network latency and input device differences

Engineering Contradiction:
Improveplayer pool availabilityVSAvoidgameplay fairness
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent modifies the skill score parameter by introducing compensator values (SLSC and SIDSC) that adjust the effective skill score based on streaming status, network latency, and input device type. This allows the matchmaking system to account for inherent disadvantages of streaming players without excluding them from the player pool, thereby maintaining both versatility and fairness.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent introduces compensator values as intermediary elements that mediate between the raw skill score and the effective matchmaking score. These compensators (SLSC for network latency and SIDSC for input device differences) act as adjustment layers that balance the playing field between streaming and non-streaming players.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If streaming latency compensation is applied to skill scores, then gameplay fairness improves, but matchmaking complexity increases

Engineering Contradiction:
Improvegameplay fairnessVSAvoidmatchmaking system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the skill score adjustment into distinct, independent compensator components: SLSC (streaming latency skill compensator) and SIDSC (streaming input device skill compensator). Each compensator handles a specific factor, making the overall system more manageable and easier to implement than a monolithic adjustment mechanism.

Inventive Principle:
Principle #1Segmentation

3Reliability

If input device differences are compensated for, then competitive balance improves, but system complexity increases

Engineering Contradiction:
Improvecompetitive balanceVSAvoidmatchmaking system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent introduces a specific parameter adjustment (SIDSC) that modifies the effective skill score based on input device type. This allows the system to account for ergonomic and responsiveness differences between devices (e.g., controller vs. keyboard/mouse) in a systematic and quantifiable manner.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11103788B2Matchmaking for online gaming with streaming players
Publication Date: 2021.08.31 ELECTRONIC ARTS INC
  • US11103788B2 patent drawing
  • US11103788B2 patent drawing
  • US11103788B2 patent drawing

AI summary

A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.