IP Library Granted Patent US 10,052,554
Granted Patent B2
US 10,052,554 · App. 13/835,604 · Granted Aug 21, 2018

Suggesting matches for players of an online multiplayer game based on skills and/or social proximity

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Quick Facts
Patent No.
US 10,052,554
App. No.
13/835,604
Granted
Aug 21, 2018
Kind
B2
Abstract

Exemplary methods, apparatuses, and systems provide a user of a social network system access to a game over a network from a user device. The social network system matches the user with players of the game based on respective skill levels of the players and/or social proximity between the user and the players. The social network system sends a list of matched players to the user device for selection by the user, and sends an invitation to one or more of the players selected by the user to enable the user to play the game over the network with the one or more players.

Claims (57)

1. A method comprising:

receiving, by a communication system, a trigger for providing a user of the communication system access from a user device to a game over a network;

matching the user with players of the game having similar respective skill levels to the user and based on social proximity between the user and the players, wherein the user and each of the players are mapped to skill level buckets having a contiguous range of skill ratings corresponding to the respective skill levels of the user and each of the players, wherein the user and a set of the players have the similar respective skill levels when the user and the set of the players are mapped to a same skill level bucket, and wherein the social proximity between the user and the players is determined by:

determining whether the user and the players share common characteristics based on data collected by the communication system, and

determining the social proximity based on the common characteristics;

generating a list of matched players of the game based on the matching;

sending the list of matched players to the user device for selection by the user; and

sending an invitation on behalf of the user to one or more of the players selected by the user to enable the user to play the game over the network with the one or more players.

2. The method of claim 1 , wherein matching the user further comprises:

maintaining a mapping between skill ratings to skill level buckets; and

identifying the players that are in the same skill level bucket as the user.

3. The method of claim 2 , further comprising:

obtaining, by the communication system, the skill ratings of the players over the network from a game service system that hosts the game.

4. The method of claim 1 , wherein matching the user further comprises:

matching skill consistency between the user and the players, wherein the skill consistency is indicated by a variance associated with the skill rating.

5. The method of claim 1 , wherein the data collected by the communication system includes information provided by the user to the communication system, information provided by a game service system hosting the game to the communication system, and information provided by other users of the communication system.

6. The method of claim 1 , further comprising:

receiving a change to weights of social attributes from the user; and

using the weights of the social attributes to determine the list of matched players.

7. The method of claim 1 , further comprising:

determining the social proximity between the user and the players based on a list of weighted social attributes; and

learning from selections made by the user to adjust weights of the weighted social attributes.

8. A computer-readable storage medium storing instructions, which when executed by a processing device, cause the processing device to perform a method comprising:

receiving, by a communication system, a trigger for providing a user of the communication system access from a user device to a game over a network;

matching the user with players of the game having similar respective skill levels to the user and based on social proximity between the user and the players, wherein the user and each of the players are mapped to skill level buckets having a contiguous range of skill ratings corresponding to the respective skill levels of the user and each of the players, wherein the user and a set of the players have the similar respective skill levels when the user and the set of the players are mapped to a same skill level bucket, and wherein the social proximity between the user and the players is determined by:

determining whether the user and the players share common characteristics based on data collected by the communication system, and

determining the social proximity based on the common characteristics;

generating a list of matched players of the game based on the matching;

sending the list of matched players to the user device for selection by the user; and

sending an invitation to one or more of the players selected by the user to enable the user to play the game over the network with the one or more players.

9. The computer-readable storage medium of claim 8 , wherein matching the user further comprises:

maintaining a mapping between skill ratings to skill level buckets; and

identifying the players that are in the same skill level bucket as the user.

10. The computer-readable storage medium of claim 9 , wherein the method further comprises:

obtaining the skill ratings of the players over the network from a game service system that hosts the game.

11. The computer-readable storage medium of claim 8 , wherein matching the user further comprises:

matching skill consistency between the user and the players, wherein the skill consistency is indicated by a variance associated with the skill rating.

12. The computer-readable storage medium of claim 8 , wherein the data collected by the communication system includes information provided by the user to the communication system, information provided by a game service system hosting the game to the communication system, and information provided by other users of the communication system.

13. The computer-readable storage medium of claim 8 , wherein the method further comprises:

receiving a change to weights of social attributes from the user; and

using the weights of the social attributes to determine the list of matched players.

14. The computer-readable storage medium of claim 8 , wherein the method further comprises:

determining the social proximity between the user and the players based on a list of weighted social attributes; and

learning from selections made by the user to adjust weights of the weighted social attributes.

15. An apparatus comprising:

a display; and

a processing device coupled to the display, wherein the processing device is to execute instructions that cause the apparatus to:

receive a list of players from a communication system, wherein a user is matched with the players in the list for playing a game having similar respective skill levels to the user and based on social proximity between the user and the players, wherein the user and each of the players are mapped to skill level buckets having a contiguous range of skill ratings corresponding to the respective skill levels of the user and each of the players, wherein the user and a set of the players have the similar respective skill levels when the user and the set of the players are mapped to a same skill level bucket, and wherein the social proximity between the user and the players is determined by:

determining whether the user and the players share common characteristics based on data collected by the communication system, and

determining the social proximity based on the common characteristics;

generate a list of matched players of the game based on the matching;

display the list of matched players on the display;

receive a selection of one or more of the players from the user; and

send an invitation to the one or more players to play the game over the network with the one or more players.

16. The apparatus of claim 15 , wherein the contiguous range of skill ratings is determined by win and loss data of game playing.

17. The apparatus of claim 15 , wherein the social proximity indicates whether the user and the players share common characteristics based on data collected by the communication system.

18. The apparatus of claim 15 , wherein the social proximity is determined based on a list of weighted social attributes, and wherein the processing device is to execute instructions that cause the apparatus to adjust weights of the weighted social attributes according to user input or based on machine learning.

Assignments (3)
CHANGE OF NAME Recorded Mar 4, 2022
From: FACEBOOK, INC.
To: META PLATFORMS, INC.
Reel/Frame 059320/0484 →
CORRECTIVE ASSIGNMENT TO CORRECT THE REMOVE THE FIRST INVENTOR. THE INVENTORS SHOULD BE ANDREW HOSKINS AND AARON BRADY. PREVIOUSLY RECORDED AT REEL: 031221 FRAME: 0346. ASSIGNOR(S) HEREBY CONFIRMS THE ASSIGNMENT. Recorded Feb 25, 2022
From: HOSKINS, ANDREW; BRADY, AARON
To: FACEBOOK, INC.
Reel/Frame 059249/0268 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 17, 2013
From: FACEBOOK, INC.
To: FACEBOOK, INC.
Reel/Frame 031221/0346 →