IP Library › Granted Patent US 11,872,497
Granted Patent B1
US 11,872,497 · App. 17/390,169 · Granted Jan 16, 2024

Customer-generated video game player matchmaking in a multi-tenant environment

Inventor: Brian J. Schuster (Seattle, WA)
Assignee: Amazon Technologies, Inc.
A63F13/795A63F13/85G06F16/955A63F2300/5566
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Quick Facts
Patent No.
US 11,872,497
App. No.
17/390,169
Granted
Jan 16, 2024
Kind
B1
Abstract

A selection to use a customer-generated matchmaking algorithm is received, by a multi-tenant gaming service, from a first customer. Indications of a plurality of video game player matchmaking requests and corresponding player characteristic data are provided, by the multi-tenant gaming service, for processing by the customer-generated matchmaking algorithm. An indication of a first player match determined by the customer-generated matchmaking algorithm, based on the video game player matchmaking requests and the player characteristic data, is received, by the multi-tenant gaming service. The first player match may be between at least a first player and a second player. Execution of a first video game session to which the first player and the second player are connected is hosted, by the multi-tenant gaming service.

Claims (36)

1. A computing system comprising:

one or more processors; and

one or more memories having stored thereon instructions that, when executed by the one or more processors, cause the computing system to perform operations comprising:

receiving, by a multi-tenant gaming service, from a first customer of the multi-tenant gaming service, a selection to use a customer-generated matchmaking algorithm, wherein the multi-tenant gaming service hosts video games for a plurality of customers including the first customer, wherein the multi-tenant gaming service provides a service-generated matchmaking algorithm, and wherein the multi-tenant gaming service allows the first customer to select between usage of the customer-generated matchmaking algorithm or the service-generated matchmaking algorithm;

providing, by the multi-tenant gaming service, based on the selection, indications of a plurality of video game player matchmaking requests for processing by the customer-generated matchmaking algorithm;

providing, by the multi-tenant gaming service, based on the selection, player characteristic data for the processing by the customer-generated matchmaking algorithm, the player characteristic data corresponding to the plurality of video game player matchmaking requests;

receiving, by the multi-tenant gaming service, an indication of a first player match determined by the customer-generated matchmaking algorithm based on the video game player matchmaking requests and the player characteristic data, wherein the first player match is between at least a first player and a second player; and

hosting, by the multi-tenant gaming service, execution of a first video game session to which the first player and the second player are connected.

2. The computing system of claim 1 , wherein the providing of the video game player matchmaking requests is performed via a publish and subscribe protocol.

3. The computing system of claim 1 , wherein the indications of the plurality of video game player matchmaking requests include pre-signed uniform resource locators (URL's) that allow the player characteristic data to be obtained from a data store.

4. The computing system of claim 1 , wherein the indication of the first player match is received via an application programming interface (API) call of the multi-tenant gaming service.

5. The computing system of claim 1 , further comprising executing the customer-generated matchmaking algorithm using a serverless computing function that is triggered based on receipt of the indications of the plurality of video game player matchmaking requests.

6. The computing system of claim 1 , wherein the indication of the first player match includes player-team mappings.

7. A computer-implemented method comprising:

receiving, by a multi-tenant gaming service, from a first customer of the multi-tenant gaming service, a selection to use a customer-generated matchmaking algorithm, wherein the multi-tenant gaming service hosts video games for a plurality of customers including the first customer, wherein the multi-tenant gaming service provides a service-generated matchmaking algorithm, and wherein the multi-tenant gaming service allows the first customer to select between usage of the customer-generated matchmaking algorithm or the service-generated matchmaking algorithm;

providing, by the multi-tenant gaming service, based on the selection, indications of a plurality of video game player matchmaking requests for processing by the customer-generated matchmaking algorithm;

providing, by the multi-tenant gaming service, based on the selection, player characteristic data for the processing by the customer-generated matchmaking algorithm, the player characteristic data corresponding to the plurality of video game player matchmaking requests;

receiving, by the multi-tenant gaming service, an indication of a first player match determined by the customer-generated matchmaking algorithm based on the video game player matchmaking requests and the player characteristic data, wherein the first player match is between at least a first player and a second player; and

hosting execution of a first video game session to which the first player and the second player are connected based on the first player match.

8. The computer-implemented method of claim 7 , wherein the providing of the video game player matchmaking requests is performed via a publish and subscribe protocol.

9. The computer-implemented method of claim 7 , further comprising executing the customer-generated matchmaking algorithm using a serverless computing function that is triggered based on receipt of the indications of the plurality of video game player matchmaking requests.

10. The computer-implemented method of claim 7 , wherein the indications of the plurality of video game player matchmaking requests include links that allow the player characteristic data to be obtained from a data store.

11. The computer-implemented method of claim 10 , wherein the links are valid only for a limited time duration.

12. The computer-implemented method of claim 7 , wherein the indication of the first player match is received via an application programming interface (API) call of the multi-tenant gaming service.

13. The computer-implemented method of claim 7 , wherein the indication of the first player match includes player-team mappings.

14. One or more non-transitory computer-readable storage media having stored thereon computing instructions that, upon being executed by a computing system, cause the computing system to perform operations comprising:

receiving, by a multi-tenant gaming service, from a first customer of the multi-tenant gaming service, a selection to use a customer-generated matchmaking algorithm, wherein the multi-tenant gaming service hosts video games for a plurality of customers including the first customer, wherein the multi-tenant gaming service provides a service-generated matchmaking algorithm, and wherein the multi-tenant gaming service allows the first customer to select between usage of the customer-generated matchmaking algorithm or the service-generated matchmaking algorithm;

providing, by the multi-tenant gaming service, based on the selection, indications of a plurality of video game player matchmaking requests for processing by the customer-generated matchmaking algorithm;

providing, by the multi-tenant gaming service, based on the selection, player characteristic data for the processing by the customer-generated matchmaking algorithm, the player characteristic data corresponding to the plurality of video game player matchmaking requests;

receiving, by the multi-tenant gaming service, an indication of a first player match determined by the customer-generated matchmaking algorithm based on the video game player matchmaking requests and the player characteristic data, wherein the first player match is between at least a first player and a second player; and

hosting execution of a first video game session to which the first player and the second player are connected based on the first player match.

15. The one or more non-transitory computer-readable storage media of claim 14 , wherein the providing of the video game player matchmaking requests is performed via a publish and subscribe protocol.

16. The one or more non-transitory computer-readable storage media of claim 14 , wherein the indication of the first player match includes player-team mappings.

17. The one or more non-transitory computer-readable storage media of claim 14 , wherein the indications of the plurality of video game player matchmaking requests include pre-signed uniform resource locators (URL's) that allow the player characteristic data to be obtained from a data store.

18. The one or more non-transitory computer-readable storage media of claim 14 , wherein the indication of the first player match is received via an application programming interface (API) call of the multi-tenant gaming service.

19. The one or more non-transitory computer-readable storage media of claim 14 , wherein the operations further comprise executing the customer-generated matchmaking algorithm using a serverless computing function that is triggered based on receipt of the indications of the plurality of video game player matchmaking requests.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 30, 2021
From: SCHUSTER, BRIAN J.
To: AMAZON TECHNOLOGIES, INC.
Reel/Frame 057036/0857 →
Cited By (3)
US 12,274,946 US 12,350,592 US 12,521,637