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You're not. Modify the install and deselect everything else.
Reading is a thing. If you do it, most of the time the answers you are looking for are right there in front of you.
US20200114268A1
Acti's research paper: PING compared to the Microtransaction based matchmaking system patented by Activision, which is an EOMM system only given to players whom pay money.
The matching algorithm runs on a fixed interval, typically every 5 seconds, on all searches
currently in progress. This progresses roughly in a series of steps:
1. Some searches are used as seeds. For some game modes all searches can be seeds,
and for others a random *subset* of searches is used.
2. For each seed an ordered list of candidate searches is found using a heuristic. This heuristic looks at a large number of matching factors including physical distance, platform, control scheme, skill etc. This keeps the computational complexity far lower than considering the entire searching population at any given time and has been found to have little to no impact on match quality.
3. A greedy algorithm is used to add candidate searches to a possible match for the seed, such that the matching constraints are satisfied, and a quality score is maximized for
each candidate added. This is where the bulk of the matchmaking conditions are
considered
4. If a given seed finds a set of candidates that satisfy the constraints for all searches in the set, then a match is created, and the seed and candidates are removed from the pool of searches.
Lets compare that to the patent. and see how much of it lines up. anything in [] is me adding to compare. And ** is highlighting.
you can look at the whole thing by copying the patent number at the top!
1. The system may generate potential matches 310 randomly (e.g., randomly place players into a potential match), all potential matches (e.g., consider all combinations of players waiting to be matched), some *subset* of all potential matches (e.g., consider all combinations of within a geographic region or based on a maximum latency) and/or based on a player profile of each player (e.g., make potential matches based on preferences to be matched with friends). [1. From PING research paper; Some searches are used as seeds. For some game modes all searches can be seeds, and for others a random *subset* of searches is used. all potential matches being the random subset]
2. *the system may assess possible matches driven through rules or machine learning heuristics that facilitate searching various permutations of potential matches in a reasonable time.* [2. From PING research paper; For each seed an ordered list of candidate searches is found using a heuristic.] In some instances, the system may filter out certain matches using such rules or machine learning heuristics. For example, the system may filter out unfavorable matches (and matches of similar composition) and unfavorable combinations of players. In particular, if players A and B are deemed to be incompatible (as determined from one or more rules or heuristics), *the system may ignore (e.g., not consider) any potential matches involving players A and B. In this manner, the search space of potential matches may be reduced.* [2. From PING research paper; This heuristic looks at a large number of matching factors including physical distance, platform, control scheme, skill etc. **This keeps the computational complexity far lower than considering the entire searching population at any given time and has been found to have little to no impact on match quality.**]
3. scoring engine 122 may generate a *match score* for a potential match based on one or more match variables associated with each player in the potential match. A match score may be generated for each potential match and may be used to determine an optimal mix of players in a grouping to produce the most satisfying player experiences. In other words, a match score may indicate a predicted level of satisfaction of players that are placed in a potential match. A match variable may be obtained from a memory (e.g., a database), measured by scoring engine 122, and/or otherwise obtained by scoring engine 122.
[0090]
The one or more match variables may relate to at least one player's characteristic that may influence whether a player enjoys gameplay while placed in a match. For example, and without limitation, a match variable may include a latency between players (e.g., a delay time for data communication between players' gaming systems or platforms such that lower latency is preferentially matched), a player skill level, a team composition (e.g., a role played by each player of a potential match), a presence or absence of preferred players (e.g., clan members, friends, etc.), a time that a player has waited to be matched (e.g., a player having a longer wait time may be preferentially matched), a location of a player (e.g., players geographically close to one another may be preferentially matched), one or more explicit user preferences received from a player, and/or other match variables.
Analytics and feedback engine 124 may correlate information from a game and/or player profile with *quality scores* determined for a gameplay session. For example, a game profile may include certain characteristics that are correlated with a high quality gameplay session. For a given game, a particular combination of role types (e.g., four snipers, six run-and-gunners, and four resource campers) for a gameplay session may be correlated with high quality scores, indicating that the players involved in the given gameplay session enjoyed playing the game....
[some space describing further about stuff unrelated for now, like tuning match variables and co-efficients, how the system labels players and their playstyle, other kind of unrelated things that aren't important to the facts which is the systems are the exact same]
[0143]
Using such correlations, analytics and feedback engine 124 may drive the tuning of match variables and/or coefficients. For example, analytics and feedback engine 124 may determine that types of roles are important considerations when matchmaking and therefore scoring engine 122 should use and assign a high coefficient to match variables related to types of roles. In particular, scoring engine may make matches based on a clan composition of different types of roles, as informed by the correlation of the composition of roles to quality scores.
[0144]
*Other information from game profiles and/or player profiles may be used as well. Furthermore, different permutations and combinations of game profile and player profile information may be correlated with quality scores so that matches align with high quality scores. For example, a combination of types of game maps and player styles may be correlated with high quality scores based on observations of gameplay sessions having different game maps and player styles. The combination may be used to identify match variables and/or tune coefficients in a manner that leads to higher match scores for matches that include the combination of game maps and player styles. In this manner, analytics and feedback engine 124 may provide an automated process to provide feedback on match score generation. In particular, analytics and feedback engine 124 may identify match variables that are important indicators of match quality and tune coefficients in a manner that more accurately predicts match quality.* [3. From PING research paper; A greedy algorithm is used to add candidate searches to a possible match for the seed, such that the matching constraints are satisfied, and a quality score is maximized for
each candidate added. This is where the bulk of the matchmaking conditions are
considered.
And bulky it is, this is just the first two parts of it to show matching scores are generated and match quality is predicted just like the PING research paper, the other two steps from the paper are to aggregate the matches, this is when matchmaking actually starts choosing between the candidate matches.]
Activision has no other patent for matchmaking they claim this patent is exploratory technology which I call BS because they haven't patented their "real" matchmaking system which generates them billions. So you could go and copy their system right now right? they described it in FULL and how it works right above in their matchmaking article from may 2024 assuming the patent isn't the system they are using.
WHY is a quality score a bad thing;
These quality scores they mention are directly generated from business factors which includes in-game purchases.
Analytics and feedback engine 124 may determine a quality score based on one or more quality factors that are used to gauge whether gameplay associated with a given match was satisfying. A quality factor may include an observable metric that indicates a player's level of satisfaction with gameplay.
Examples of *quality factors* include, without limitation, a player quitting a match or gameplay session while other players are still playing (indicating dissatisfaction), a duration of a game session (e.g., a longer duration may indicate greater satisfaction), a gameplay *performance factor* (e.g., a kill-to-death ratio in a shooter game, a lap time in a racing game, etc., where greater performance may indicate greater satisfaction), a player *engagement factor* (e.g., a speed of player input, a level of focus as determined from camera peripherals, etc., where greater engagement may indicate greater satisfaction), a competition level of a game (e.g., whether lopsided or not, where evenly matched games may indicate greater satisfaction), a biometric factor (e.g., facial expressions, pulse, body language, sweat, etc.), explicit feedback from a player (e.g., responses to a survey), and/or other observable metrics related to gameplay.
In some implementations of the invention, analytics and feedback engine 124 may determine a quality score based on one or more business factors that describe a business value derived from a given gameplay session. For example, and without limitation, a *business factor* may include a business concern such as an amount of revenue derived from a given gameplay session (e.g., number or amount of in-game purchases, number of impressions of an advertisement or other ad-based revenue stream, etc.), a level of customer engagement, and/or other information that can be used to assess a level of value derived from a given gameplay session. It should be noted that analytics and feedback engine 124 may generate a *quality score* based on a combination of one or more quality factors and one or more business or customer engagement factors may be used as well.
The hub yes, warzone, no, which was your gripe in your OP. I did read. YOU communicate poorly.
Zero hostility. If you think someone stating facts is hostile you must have a rough time with life in general.
You're an idiot.
You will however always be an idiot. That wont change. Ever.