Unbounded Gameplay Session Dynamic Matchmaking

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Solution Overview

Problem

Conventional multiplayer video games face challenges such as waiting for sufficient players, potential mismatches in player skill or connection quality, and social pressure to avoid quitting mid-session, leading to suboptimal gameplay experiences.

Innovation Solution

The implementation of an unbounded gameplay session (UGS) system that allows continuous gameplay initiated by matched players, with the ability for new players to join and existing players to leave or rejoin at any time, until a minimum number of players remain, along with dynamic matchmaking and scoring mechanisms that account for time-based performance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If players wait for sufficient players to form a complete group before starting a gameplay session, then matchmaking quality improves, but player waiting time increases

Engineering Contradiction:
Improvematchmaking qualityVSAvoidplayer waiting time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system dynamically adjusts group composition during gameplay, allowing players to join or leave an unbounded gameplay session at any time. The host computer continuously updates the player group to maintain a minimum threshold for gameplay continuity, transforming the static pre-matchmaking process into a dynamic in-game adjustment mechanism.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The host computer initiates an unbounded gameplay session with a partial group of players before all desired players are available. This preliminary action allows gameplay to start immediately, with subsequent players joining dynamically, thereby eliminating waiting time while maintaining eventual group quality.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If players are quickly matched to reduce waiting time, then player engagement improves, but matchmaking accuracy deteriorates

Engineering Contradiction:
Improvegame session initiation speedVSAvoidmatchmaking accuracy
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system implements dynamic player group adjustments during the unbounded gameplay session, allowing the host computer to add or remove players based on current gameplay conditions and player performance. This dynamic approach enables quick session initiation while maintaining matchmaking quality through ongoing optimization.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of group composition from fixed (pre-determined before session start) to variable (adjustable during session). The host computer monitors gameplay parameters and adjusts player group membership to optimize matchmaking quality without delaying session initiation.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If players are forced to complete a bounded gameplay session to maintain fairness, then team balance is preserved, but player flexibility and enjoyment decrease

Engineering Contradiction:
Improveteam balanceVSAvoidplayer flexibility
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system allows dynamic player entry and exit during the unbounded gameplay session while maintaining team balance through continuous adjustments. When players leave, the host computer can add new players or redistribute roles to maintain fairness, eliminating the need for forced completion while preserving team balance.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The unbounded gameplay session continues indefinitely until the host computer determines termination is necessary, allowing players to join and leave at any time without forcing completion. This continuous action maintains player flexibility and enjoyment while the host computer ensures team balance through ongoing management.

Inventive Principle:
Principle #20Continuity of useful action

4Ease of operation

If an unbounded gameplay session allows free entry and exit, then player flexibility improves, but maintaining fair scoring becomes more complex

Engineering Contradiction:
Improveplayer flexibilityVSAvoidscoring mechanism complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The scoring mechanism incorporates continuous feedback from the host computer that monitors player participation time, performance metrics, and contribution to the team. This feedback system dynamically adjusts scores to account for varying participation durations, maintaining fairness despite the unbounded nature of the session and player flexibility.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The scoring system changes from fixed time-based scoring to variable parameter scoring that considers multiple factors including participation duration, player performance, and team contribution. The host computer adjusts scoring parameters dynamically to maintain fairness across players with different session lengths and roles.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12303783B2Systems and methods for converting a bounded gameplay session to an unbounded gameplay session
Publication Date: 2025.05.20 ACTIVISION PUBLISHING INC
  • US12303783B2 patent drawing
  • US12303783B2 patent drawing
  • US12303783B2 patent drawing

AI summary

A system and method is provided for continuous gameplay in a multiplayer video game through an unbounded gameplay session. Players may join, exit, and later rejoin a given unbounded gameplay session at any time. A given unbounded gameplay session may therefore continue indefinitely so long as at least one player wishes to continue to gameplay. To facilitate an unbounded gameplay session, the system may score players using time-based or other parameters in a manner that is fair to players who have been playing in the unbounded gameplay session longer than other players.