IP Library Granted Patent US 10,421,017
Granted Patent B2
US 10,421,017 · App. 14/960,091 · Granted Sep 24, 2019

Balancing multiple team based games

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Quick Facts
Patent No.
US 10,421,017
App. No.
14/960,091
Granted
Sep 24, 2019
Kind
B2
Abstract

Dynamically balancing imbalanced teams in a multiple team game, including: generating at least three teams, each team comprising members belonging to a first type or a second type; applying a first growth pattern to members of the first type and a second growth pattern to members of the second type, converting at least one member of the first type to the second type; and adjusting the first and second growth patterns based on the conversion of the at least one member.

Claims (38)

1. A method for dynamically balancing imbalanced teams in a multiple team online gaming session, the method comprising:

generating, by at least one processor, at least three teams for participation in the online gaming session, the at least three teams including a first team, a second team, and a third team, each team comprising members belonging to a first type or a second type;

determining by the at least one processor, an imbalance between abilities of members belonging to the first type and the second type of the first team, the second team, and the third team;

applying a first growth pattern to members of the first type and a second growth pattern to members of the second type, wherein the first and second growth patterns are each a function of a ratio of a first number of members of the first type to a second number of members of the second type;

converting, by the at least one processor, at least one member of the first type to the second type based on the imbalance; and

adjusting, by the at least one processor, the first and second growth patterns based on the conversion of the at least one member.

2. The method of claim 1 , further comprising applying, by at least one processor, a third growth pattern particular to the first team, a fourth growth pattern particular to the second team, and a fifth growth pattern particular to the third team.

3. The method of claim 2 , wherein the third, fourth, and fifth growth patterns are each a function of a ratio of a first number of members of the first type to a second number of members of the second type.

4. The method of claim 3 , further comprising adjusting, by at least one processor, the third, fourth, and fifth growth patterns based on the conversion of the at least one member.

5. The method of claim 1 , wherein the first and second growth patterns are each an experience point (XP) growth multiplier pattern.

6. The method of claim 1 , wherein the first growth pattern increases incrementally during a first phase of the game, and the second growth pattern increases rapidly during the first phase of the game.

7. The method of claim 6 , wherein the first growth pattern increases moderately during a second phase of the game, and the second growth pattern increases incrementally during the second phase of the game.

8. The method of claim 7 , wherein the first growth pattern increases rapidly during a third phase of the game, and the second growth pattern stagnates during the third phase of the game.

9. The method of claim 1 , wherein the first growth pattern is an inversion of the second growth pattern.

10. The method of claim 1 , wherein the third, fourth, and fifth growth patterns are each a team specific ability frequency multiplier pattern.

11. The method of claim 1 , wherein the first and second growth patterns adjust by shifting to a more rapidly increasing segment of the respective growth pattern after the conversion of the at least one member of the first type to the second type.

12. A non-transitory computer-readable storage medium storing a computer program to balance imbalanced teams in a multiple team online gaming session, the computer program comprising executable instructions that cause a computer to:

generate at least three teams for participation in the online gaming session, the at least three teams including a first team, a second team, and a third team, each team comprising members belonging to a first type or a second type;

determine an imbalance between abilities of members belonging to the first type and the second type of the first team, the second team, and the third team;

apply a first growth pattern to members of the first type and a second growth pattern to members of the second type,

wherein the first and second growth patterns are each a function of a ratio of a first number of members of the first type to a second number of members of the second type;

convert at least one member of the first type to the second type; and

adjust the first and second growth patterns based on the conversion of the at least one member.

13. The storage medium of claim 12 , further comprising

applying a third growth pattern particular to the first team, a fourth growth pattern particular to the second team, and a fifth growth pattern particular to the third team; and

adjusting the third, fourth, and fifth growth patterns based on the conversion of the at least one member.

14. The storage medium of claim 13 , wherein the third, fourth, and fifth growth patterns are each a function of a ratio of a first number of members of the first type to a second number of members of the second type.

15. The storage medium of claim 12 , wherein the first growth pattern increases incrementally during a first phase of the game, and the second growth pattern increases rapidly during the first phase of the game.

16. The storage medium of claim 12 , wherein the first growth pattern increases moderately during a second phase of the game, and the second growth pattern increases incrementally during the second phase of the game.

17. The storage medium of claim 16 , wherein the first growth pattern increases rapidly during a third phase of the game, and the second growth pattern stagnates during the third phase of the game.

18. The storage medium of claim 12 , wherein the first and second growth patterns adjust by shifting to a more rapidly increasing segment of the respective growth pattern after the conversion of the at least one member of the first type to the second type.

19. A host computing device for balancing imbalanced teams in a multiple team online gaming session, the host computing device comprising:

a team generator having one or more processors and configured to generate at least three teams for participation in the online gaming session, the at least three teams including a first team, a second team, and a third team, each team comprising members belonging to a first type or a second type; and

a growth pattern manager having at least one processor and configured to

apply a first growth pattern to members of the first type and a second growth pattern to members of the second type, wherein the first and second growth patterns are each a function of a ratio of a first number of members of the first type to a second number of members of the second type,

convert at least one member of the first type to the second, and

adjust the first and second growth patterns based on the conversion of the at least one member.

20. The host computing device of claim 19 , further comprising an environment manager, the environment manager configured to generate at least one environmental feature beneficial to converting the at least one member.

Assignments (3)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 29, 2016
From: MORTON, ANTHONY WILLIAM; STONE, JASON ALLEN; MICHAEL, SHANNON RAY; GREEN, JOSE ROBERTO; SMITH, BLAINE EDWARD
To: SONY COMPUTER ENTERTAINMENT AMERICA LLC
Reel/Frame 039047/0136 →
CHANGE OF NAME Recorded May 5, 2016
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 038630/0154 →