IP Library Granted Patent US 9,283,480
Granted Patent B2
US 9,283,480 · App. 14/194,376 · Granted Mar 15, 2016

Virtual competitive group management systems and methods

Inventor: Joel DeYoung (Vancouver, CA)
Assignee: Hothead Games, Inc.
A63F13/12A63F13/795A63F13/798A63F2300/556A63F2300/5566
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Quick Facts
Patent No.
US 9,283,480
App. No.
14/194,376
Granted
Mar 15, 2016
Kind
B2
Abstract

Virtual competitive group management systems and methods are provided herein. Exemplary systems may execute methods via one or more processors, which are programmed to compare one or more skill levels of a player to skill levels of a plurality competitors, wherein a skill level is associated with player competitiveness within the interactive game, determine at least one of the plurality of competitors who have at least one skill level that is greater than the skill level of the player, and place the player and the at least one of the plurality of competitors into a competitive group such that the player is at a competitive disadvantage to at least one of the plurality of competitors.

Claims (39)

1. A system for assigning a plurality of game devices to competitive groups in an online interactive game, the system comprising:

one or more processors; and

logic encoded in one or more tangible media for execution by one or more servers and when executed operable to perform operations comprising:

receiving, from a game device that is executing a local instance of an online interactive game, an asynchronous notification of a selection of a competitive game mode option by a user during a predetermined period of time;

evaluating one or more virtual skill levels for a character of each game device of a competitive group of game devices, each game device executing a local instance of the online interactive game, the one or more virtual skill levels indicative of character performance relative to performance of others of the plurality of characters in the online interactive game;

comparing the plurality of characters to one another using their respective virtual skill levels;

adding the game device to the competitive group of game devices to become one of the competitive group of game devices;

communicating game results back and forth between the competitive group of game devices to track the game results of the local instance of the online interactive game executing on the game devices of the competitive group of game devices; and

communicating the tracked game results back and forth between the competitive group of game devices executing the local instance of the online interactive game.

2. The system according to claim 1 , wherein the competitive group of game devices includes a team created to compete against multiple competitive groups in a competitive group competition mode in the online interactive game.

3. The system according to claim 1 , wherein the one or more virtual skill levels of each character is based on purchased in-game virtual items.

4. The system according to claim 1 , wherein the one or more virtual skill levels of each character is based on an attribute of the character.

5. The system according to claim 4 , wherein the attribute is agility of the character.

6. The system according to claim 1 , wherein the competitive group of game devices is a team.

7. The system according to claim 1 , further comprising matching characters of the plurality of characters of the competitive group of game devices based upon a skill level of each of the characters.

8. A system for assigning a game device to a competitive group in an online interactive game, the system comprising:

one or more server processors; and

logic encoded in one or more tangible media for execution by the one or more server processors and when executed operable to perform operations comprising:

receiving, from a first game device that is executing a local instance of an online interactive game, a notification of a selection of a competitive game mode options;

comparing a skill level of a character of the first game device to skills levels of each character of a competitive group of game devices executing a local instance of the online interactive game;

if at least one of the characters of the competitive group of game devices has a skill level that is greater than the skill level of the character of the first game device, adding the first game device to the competitive group of game devices to become one of the competitive group of game devices;

communicating results back and forth between the competitive group of game devices, including the first game device, to track results of the local instance of the online interactive game executing on the game devices of the competitive group; and

communicating the tracked results back and forth between the game devices of the competitive group, including the first game device.

9. The system according to claim 8 , wherein the skill level of each character is based on purchased in-game virtual items.

10. The system according to claim 8 , wherein the skill level of each character is based on an attribute of the character.

11. The system according to claim 10 , wherein the attribute is agility of the character.

12. The system according to claim 8 , wherein the logic when executed is further operable to perform operations comprising matching two or more competitive groups in competition within the online interactive game.

13. The system according to claim 12 , wherein each character is a team.

14. A method comprising:

evaluating, using a server, a virtual skill level for a character of each of a plurality of game devices executing a local instance of an online interactive game;

comparing, at the server, the evaluated virtual skill levels of the characters to one another;

grouping two or more of the plurality of game devices together into a competitive group in the online interactive game based upon the comparison of the evaluated virtual skill levels of the characters; and

communicating, via the server results in real time back and forth between the competitive group of game devices to track results of the local instance of the online interactive game executing on the game devices of the competitive group.

15. The method according to claim 14 , wherein the skill level of each character is based on purchased in-game virtual items.

16. The method according to claim 14 , wherein the skill level of each character is based on an attribute of the character.

17. The method according to claim 16 , wherein the attribute is strength of the character.

18. The method according to claim 16 , wherein the attribute is agility of the character.

19. The method according to claim 14 , wherein the skill level of each character is based on likelihood of success.

20. The method according to claim 14 , wherein the skill level of each character is based on likelihood of success determined from past game play.

Assignments (7)
CHANGE OF NAME Recorded Nov 22, 2017
From: HOTHEAD HOLDINGS INC.
To: HOTHEAD GAMES INC.
Reel/Frame 044202/0643 →
MERGER Recorded Nov 22, 2017
From: HOTHEAD GAMES INC.
To: HOTHEAD HOLDINGS INC.
Reel/Frame 044684/0700 →
CHANGE OF NAME Recorded Jan 20, 2017
From: 1098109 B.C. LTD.
To: HOTHEAD GAMES INC.
Reel/Frame 041024/0329 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 19, 2017
From: HOTHEAD GAMES INC.
To: 1098109 B.C. LTD.
Reel/Frame 041014/0552 →
CHANGE OF ADDRESS Recorded Dec 16, 2015
From: HOTHEAD GAMES, INC.
To: HOTHEAD GAMES, INC.
Reel/Frame 037311/0969 →
CORRECTIVE ASSIGNMENT TO CORRECT THE ASSIGNEE'S ADDRESS 350 - 887 GREAT NORTHERN WAY, VANCOUVER, CANADA V5T 4T5 PREVIOUSLY RECORDED ON REEL 032522 FRAME 0622. ASSIGNOR(S) HEREBY CONFIRMS THE CORRECT ADDRESS IS 350 - 887 GREAT NORTHERN WAY, VANCOUVER, BC, CANADA V5T 4T5. Recorded Jun 25, 2014
From: DEYOUNG, JOEL
To: HOTHEAD GAMES, INC.
Reel/Frame 033243/0525 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Mar 25, 2014
From: DEYOUNG, JOEL
To: HOTHEAD GAMES, INC.
Reel/Frame 032522/0622 →
Continuity (3)
Continuation 13761014 · Feb 6, 2013
Provisional Application 61595530 · Feb 6, 2012
Related Publication 20140179409A1 · Jun 26, 2014