IP Library Granted Patent US 11,478,716
Granted Patent B1
US 11,478,716 · App. 17/090,177 · Granted Oct 25, 2022

Deep learning for data-driven skill estimation

Inventor: Chong Zhao (Belmont, CA)
Assignee: Electronic Arts Inc.
A63F13/798
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Quick Facts
Patent No.
US 11,478,716
App. No.
17/090,177
Granted
Oct 25, 2022
Kind
B1
Abstract

Various aspects of the subject technology relate to systems, methods, and machine-readable media for determining player skill for video games. The method includes aggregating a plurality of player statistics for match outcomes from a plurality of video games. The method also includes calculating, for each player in a pool of players, a matchmaking rating for each player based on the plurality of player statistics, the matchmaking rating for each player comprising a predicted number of points each player will contribute to a match. The method also includes selecting, based on the matchmaking rating for each player, players from the pool of players. The method also includes matching the players based on the matchmaking rating for each player, a sum of the matchmaking ratings comprising a total predicted team score for the match.

Claims (35)

1. A computer-implemented method for determining a player's skill for video games, comprising:

aggregating a plurality of player statistics for match outcomes from a plurality of different video games;

calculating, for each player in a pool of players, a matchmaking rating for each player based on the plurality of player statistics, the matchmaking rating for each player comprising a predicted number of points each player will contribute to a team point total of a match;

selecting, based on the matchmaking rating for each player, players from the pool of players, wherein the pool of players are requesting to participate in the match;

matching the players in the pool of players that requested to join the match based on the matchmaking rating for each player, a sum of the matchmaking ratings of the matched players comprising a total predicted team score for the match; and

training a machine learning algorithm based on the plurality of player statistics to determine a correlation between the plurality of player statistics and the match outcomes for at least one video game of the plurality of different video games, the machine learning algorithm comprising a Siamese neural network.

2. The computer-implemented method of claim 1 , further comprising:

receiving requests for matchmaking from a plurality of players.

3. The computer-implemented method of claim 1 , wherein the Siamese neural network comprises a branch for each player.

4. The computer-implemented method of claim 1 , wherein the training is based at least in part on contextual data comprising at least one of in-game maps, game modes, and/or player roles.

5. The computer-implemented method of claim 4 , wherein the matching is based at least in part on the contextual data.

6. The computer-implemented method of claim 1 , wherein the matching is dynamic.

7. The computer-implemented method of claim 1 , wherein the match comprises at least a first team playing against a second team, and a predicted score for each team comprises a sum of the matchmaking ratings of all the players for that team.

8. The computer-implemented method of claim 1 , wherein the matching is based at least in part on player preferences.

9. A system for determining a player's skill for video games, comprising:

a processor; and

a memory comprising instructions stored thereon, which when executed by the processor, causes the processor to perform:

aggregating a plurality of player statistics for match outcomes from a plurality of different video games;

calculating, for each player in a pool of players, a matchmaking rating for each player based on the plurality of player statistics, the matchmaking rating for each player comprising a predicted number of points each player will contribute to a team point total of a match;

selecting, based on the matchmaking rating for each player, players from the pool of players, wherein the pool of players are requesting to participate in the match;

matching the players in the pool of players that requested to join the match based on the matchmaking rating for each player, a sum of the matchmaking ratings of the matched players comprising a total predicted team score for the match; and

training a machine learning algorithm based on the plurality of player statistics to determine a correlation between the plurality of player statistics and the match outcomes for at least one video game of the plurality of different video games, the machine learning algorithm comprising a Siamese neural network.

10. The system of claim 9 , further comprising stored sequences of instructions, which when executed by the processor, cause the processor to perform:

receiving requests for matchmaking from a plurality of players.

11. The system of claim 9 , wherein the Siamese neural network comprises a branch for each player.

12. The system of claim 9 , wherein the training is based at least in part on contextual data comprising at least one of in-game maps, game modes, and/or player roles.

13. The system of claim 12 , wherein the matching is based at least in part on the contextual data.

14. The system of claim 9 , wherein the match comprises at least a first team playing against a second team, and a predicted score for each team comprises a sum of the matchmaking ratings of all the players for that team.

15. The system of claim 9 , wherein the matching is based at least in part on player preferences.

16. A non-transitory computer-readable storage medium comprising instructions stored thereon, which when executed by one or more processors, cause the one or more processors to perform operations for determining a player's skill for video games, the operations comprising:

aggregating a plurality of player statistics for match outcomes from a plurality of different video games;

calculating, for each player in a pool of players, a matchmaking rating for each player based on the plurality of player statistics, the matchmaking rating for each player comprising a predicted number of points each player will contribute to a team point total of a match;

selecting, based on the matchmaking rating for each player, players from the pool of players, wherein the pool of players are requesting to participate in the match;

matching the players in the pool of players that requested to join the match based on the matchmaking rating for each player, a sum of the matchmaking ratings of the matched players comprising a total predicted team score for the match; and

training a machine learning algorithm based on the plurality of player statistics to determine a correlation between the plurality of player statistics and the match outcomes for at least one video game of the plurality of different video games, the machine learning algorithm comprising a Siamese neural network.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 9, 2020
From: ZHAO, CHONG
To: ELECTRONIC ARTS INC.
Reel/Frame 054311/0455 →
Cited By (2)
US 12,194,365 US 12,734,450