U.S. patent application number 17/000841 was filed with the patent office on 2020-12-10 for incentivizing players to engage in competitive gameplay.
The applicant listed for this patent is SONY INTERACTIVE ENTERTAINMENT LLC. Invention is credited to James Fairbairn, Christopher Thielbar, Steven Trombetta.
Application Number | 20200384364 17/000841 |
Document ID | / |
Family ID | 1000005039257 |
Filed Date | 2020-12-10 |
United States Patent
Application |
20200384364 |
Kind Code |
A1 |
Trombetta; Steven ; et
al. |
December 10, 2020 |
INCENTIVIZING PLAYERS TO ENGAGE IN COMPETITIVE GAMEPLAY
Abstract
Techniques for incentivizing completive gameplay include
measuring metrics for a plurality of players (e.g., ranked players
and non-ranked players) that engage in gameplay, and generating
ranked profiles for the ranked players and a non-ranked profile for
the non-ranked player based on the metrics. The techniques further
include mapping the ranked profiles and the non-ranked profile in a
vector-space, where one metric corresponds to one dimension in the
vector-space, and presenting a notification to the non-ranked
player based on a distance in the vector-space between the
non-ranked profile and at least one ranked profile. The
notification provides an incentive for the non-ranked player to
engage in competitive gameplay.
Inventors: |
Trombetta; Steven; (San
Mateo, CA) ; Thielbar; Christopher; (San Francisco,
CA) ; Fairbairn; James; (Novato, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
SONY INTERACTIVE ENTERTAINMENT LLC |
San Mateo |
CA |
US |
|
|
Family ID: |
1000005039257 |
Appl. No.: |
17/000841 |
Filed: |
August 24, 2020 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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15908438 |
Feb 28, 2018 |
10751623 |
|
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17000841 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/533 20140902;
A63F 13/798 20140902; A63F 13/35 20140902; A63F 13/795
20140902 |
International
Class: |
A63F 13/533 20060101
A63F013/533; A63F 13/798 20060101 A63F013/798; A63F 13/795 20060101
A63F013/795; A63F 13/35 20060101 A63F013/35 |
Claims
1. A method for encouraging competitive gameplay, the method
comprising: receiving gameplay data over a communication network
from a plurality of player devices, the plurality of player devices
associated with a plurality of players playing a plurality of game
titles; generating metrics for each of the players based on the
received gameplay data; mapping the generated metrics for each
player in a plurality of vector-spaces, wherein each of the
vector-spaces correspond to one of the game titles; defining one or
more tier criteria for each of the plurality of game titles based
on the mapping, wherein the tier criteria are defined by relative
positions of each of the players within the vector-spaces;
identifying that the mapped metrics of a first one of the players
corresponds to the mapped metrics of a second one of the players,
wherein the first player has played at least one of the game titles
that the second player has not played, and wherein the mapped
metrics of the first player meets the tier criteria for an
identified one of the tiers within the at least one game title; and
generating a notification to the second player that links to the at
least one game title, wherein generating the notification is based
on the identified tier.
2. The method of claim 1, wherein defining the tier criteria for
the identified tier is based on a threshold distance between the
players in the vector-space of the at least one game title.
3. The method of claim 2, wherein different types of notification
are associated with different threshold distances associated with
different tiers within the at least one game title.
4. The method of claim 1, wherein the notification further includes
a rank predicted for the second player in relation to the at least
one game title, the predicted rank based on the mapped metrics of
the second player within the vector-space and a rank of the first
player.
5. The method of claim 1, wherein the notification further includes
an identified skillset of the second player that corresponds to the
at least one game title, the identified skillset based on the
mapped metrics of the second player within the vector-space and a
skillset of the first player.
6. The method of claim 1, wherein the notification further includes
one or more awards available within the at least one game title,
the awards corresponding to the mapped metrics of the second
player.
7. The method of claim 1, wherein the generated metrics include one
or more real-world metrics that are measured by hardware configured
to detect one or more conditions in a real-world environment.
8. The method of claim 1, wherein the generated metrics include one
or more virtual metrics are based on one or more interactions
within a virtual environment of one or more of the game titles.
9. A system for encouraging competitive gameplay, the system
comprising: a network interface to communicate over one or more
communication networks, wherein the network interface receives
gameplay data from a plurality of player devices, the plurality of
player devices associated with a plurality of players playing a
plurality of game titles; and a processor that executes
instructions stored in memory, wherein the processor executes
instructions to: generates metrics for each of the players based on
the received gameplay data; maps the generated metrics for each
player in a plurality of vector-spaces, wherein each of the
vector-spaces correspond to one of the game titles; defines one or
more tier criteria for each of the plurality of game titles based
on the mapping, wherein the tier criteria are defined by relative
positions of each of the players within the vector-spaces;
identifies that the mapped metrics of a first one of the players
corresponds to the mapped metrics of a second one of the players,
wherein the first player has played at least one of the game titles
that the second player has not played, and wherein the mapped
metrics of the first player meets the tier criteria for an
identified one of the tiers within the at least one game title; and
generates a notification to the second player that links to the at
least one game, wherein generating the notification is based on the
identified tier.
10. The system of claim 9, wherein the processor defines the tier
criteria for the identified tier based on a threshold distance
between the players in the vector-space of the at least one game
title.
11. The system of claim 9, wherein different types of notification
are associated with different threshold distances associated with
different tiers within the at least one game title.
12. The system of claim 9, wherein the notification further
includes a rank predicted for the second player in relation to the
at least one game title, the predicted rank based on the mapped
metrics of the second player within the vector-space and a rank of
the first player.
13. The system of claim 9, wherein the notification further
includes an identified skillset of the second player that
corresponds to the at least one game title, the identified skillset
based on the mapped metrics of the second player within the
vector-space and a skillset of the first player.
14. The system of claim 9, wherein the notification further
includes one or more awards available within the at least one game
title, the awards corresponding to the mapped metrics of the second
player.
15. The system of claim 9, wherein the generated metrics include
one or more real-world metrics that are measured by hardware
configured to detect one or more conditions in a real-world
environment.
16. The system of claim 9, wherein the generated metrics include
one or more virtual metrics measured based on interactions within a
virtual environment of the at least one game titles.
17. A non-transitory, computer-readable storage medium, having
instructions encoded thereon, the instructions executable by a
processor to perform a method for encouraging competitive gameplay,
the method comprising: receiving gameplay data over a communication
network from a plurality of player devices, the plurality of player
devices associated with a plurality of players playing a plurality
of game titles; generating metrics for each of the players based on
the received gameplay data; mapping the generated metrics for each
player in a plurality of vector-spaces, wherein each of the
vector-spaces correspond to one of the game titles; defining one or
more tier criteria for each of the plurality of game titles based
on the mapping, wherein the tier criteria are defined by relative
positions of each of the players within the vector-spaces;
identifying that the mapped metrics of a first one of the players
corresponds to the mapped metrics of a second one of the players,
wherein the first player has played at least one of the game titles
that the second player has not played, and wherein the mapped
metrics of the first player meets the tier criteria for an
identified one of the tiers within the at least one game title; and
generating a notification to the second player that links to the at
least one game, wherein generating the notification is based on the
identified tier.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] The present application is a continuation and claims the
priority benefit of U.S. patent application Ser. No. 15/908,438
filed Feb. 28, 2018, now U.S. Pat. No. 10,751,623, which is
incorporated herein by reference in its entirety
FIELD OF THE INVENTION
[0002] The present disclosure generally relates to multiplayer
gameplay such as tournament gameplay accessible over a network, and
more particularly, to incentivizing non-ranked players to engage in
competitive gameplay.
DESCRIPTION OF THE RELATED ART
[0003] Modern technological advances in computing power, network
connectivity, and the like, support a growing community of
subscribers to online content hosted by a network platform. In the
context of the video/entertainment industry, network platforms
often engage with consumers through competitive gameplay (e.g.,
tournament-style gameplay) where a large number of players access
game content hosted by the network platforms and compete against
other players from all over the world. However, many content
providers, ranging from large corporations to individuals,
continuously generate large amounts of diverse content, which can
inundate and overwhelm potential consumers and cause such consumers
to disengage or ignore solicitations. Moreover, potential consumers
of competitive gameplay can be particularly difficult to reach if
they only participate in non-competitive gameplay (e.g., local
gameplay, non-network gameplay, or non-ranked gameplay).
Alternatively, some of these potential consumers may have prior
poor experiences with competitive gameplay because of a mismatch of
abilities/skills. Moreover, many potential consumers may not be
aware of tournaments and/or may not appreciate the breadth (or
growth) of their own skills as compared to other competitive
players. Therefore, there is a need in the art to improve and
incentivize consumer engagement with competitive gameplay hosted by
a network platform.
SUMMARY OF THE PRESENTLY CLAIMED INVENTION
[0004] This disclosure generally describes techniques to
incentivize non-ranked players to engage in competitive gameplay.
In one exemplary embodiment, these techniques are described by a
method that includes steps for measuring metrics for a plurality of
players that engage in gameplay. The players can include, for
example, ranked players and a non-ranked player and the metrics are
often associated with specific players and are used to generate
ranked profiles for ranked players and a non-ranked profile for the
non-ranked player. The method also includes steps for mapping the
ranked profiles and the non-ranked profile in a vector-space, where
one metric corresponds to one dimension in the vector-space.
Notably, the vector-space provides an important tool for analyzing
player skills (e.g., based on respective profiles), comparing
distances (e.g., positions) between ranked profiles and the
non-ranked profile, and the like. The method further provides a
step for presenting a notification to the non-ranked player based
on a distance (in the vector-space) between the non-ranked profile
and one or more ranked profiles. For example, the distance may be
compared against a distance threshold, which can help indicate when
the non-ranked player's skills are close to (or exceed) ranked
player skills (e.g., based on respective profiles in the
vector-space). Notably, the notification provides an incentive for
the non-ranked player to engage in competitive gameplay and can
include a projected or potential rank, an award, an invitation to
play in a tournament, a head-to-head challenge with a ranked
player, etc.
[0005] In another embodiment, a system employs the above discussed
techniques to incentivize a non-ranked player to engage in
competitive gameplay (e.g., gameplay hosted by a multiplayer
platform over a network). For example, the system includes a
network interface to communicate over one or more communication
networks, a processor coupled to the network interface and adapted
to execute one or more processes, and a memory configured to store
a process executable by the processor. The system (e.g., the
processor) executes the process and is operable to measure metrics
for players that engage in gameplay, including ranked players and a
non-ranked player. The process further generates ranked profiles
for the ranked players, a non-ranked profile for the non-ranked
player, and maps the ranked profiles and the non-ranked profile in
a vector-space, which includes one dimension for one metric. The
process further presents a notification that provides an incentive
for the non-ranked player to engage in competitive gameplay based
on a distance (in the vector-space) between the non-ranked profile
and at least one ranked profile.
[0006] In yet another embodiment, a tangible, non-transitory,
computer-readable media includes software with encoded instructions
executable by a processor. The processor executes the instructions
and is operable to measure metrics for players that engage in
gameplay, including ranked players and a non-ranked player. The
process further generates ranked profiles for the ranked players, a
non-ranked profile for the non-ranked player, and maps the ranked
profiles and the non-ranked profile in a vector-space, which
includes one dimension for one metric. The process further presents
a notification that provides an incentive for the non-ranked player
to engage in competitive gameplay based on a distance (in the
vector-space) between the non-ranked profile and at least one
ranked profile.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1 illustrates a schematic diagram of an example
communication network;
[0008] FIG. 2 illustrates a schematic diagram of an example network
device;
[0009] FIG. 3 illustrates a schematic diagram of an incentive
module that monitors gameplay, extracts metrics for game sessions,
and maps profiles in a vector-space based on respective
metrics;
[0010] FIG. 4 illustrates a schematic diagram of the incentive
module shown in FIG. 3, further showing additional sub-modules that
compare ranked profiles with non-ranked profiles and provide
notifications to incentivize non-ranked players to participate in
competitive gameplay;
[0011] FIG. 5 illustrates a schematic diagram of a vector-space,
showing positions for ranked and non-ranked profiles as well as
groupings of ranked players into respective tiers;
[0012] FIG. 6 illustrates a schematic diagram of the incentive
module shown in FIG. 4, showing vector-spaces for different
games;
[0013] FIG. 7 illustrates a schematic diagram of the incentive
module shown in FIG. 3, showing a selection of incentives in a
notification based on distances between profiles in a vector-space;
and
[0014] FIG. 8 illustrates an example simplified procedure for
incentivizing competitive gameplay.
DETAILED DESCRIPTION
[0015] As used herein, the term "user" refers to a user of an
electronic device(s) and actions performed by the user in the
context of computer software shall be considered to be actions to
provide an input to electronic device(s) that cause the electronic
device to perform steps or operations embodied in computer
software. As used herein, the term "ranked" players refers to
players who engage in competitive gameplay (e.g., tournaments)
against other players over a network (e.g., typically hosted by a
multiplayer platform). Ranked players achieve respective ranks or
positions based on performance, which can be measured over a single
game session, multiple game sessions (e.g., a season), for a
specific game, or for a collection of games. The term "non-ranked"
players refers to players who do not engage in the same competitive
gameplay as the ranked players. The term "competitive gameplay"
refers to multiplayer gameplay that counts toward a player's rank.
The competitive gameplay is accessible over a network (e.g.,
typically hosted by a multiplayer platform). Completive gameplay
involves players matching up against other players and includes
individual matchups as well as team matchups.
[0016] As mentioned above, an ever-increasing quantity of
accessible content as well as competition amongst content providers
presents challenges to solicit competitive gameplay participation
amongst potential consumers. Moreover, some potential consumers who
only participate in non-competitive gameplay may be unaware of
tournaments for competitive gameplay and/or may not appreciate the
breadth of their own skills. Accordingly, this disclosure describes
techniques to incentive consumer engagement in the context of
competitive gameplay (e.g., multiplayer gameplay) hosted by a
network platform.
[0017] Referring now to the figures, FIG. 1 illustrates a schematic
diagram 100 of an example communication network 105. Communication
network 105 is shown for purposes of illustration and represents
various types of networks, ranging from local area networks (LANs)
to wide area networks (WANs). LANs typically connect the nodes over
dedicated private communications links located in the same general
physical location, such as a building or campus. WANs, on the other
hand, typically connect geographically dispersed nodes over
long-distance communications links, such as common carrier
telephone lines, optical lightpaths, synchronous optical networks
(SONET), synchronous digital hierarchy (SDH) links, or Powerline
Communications (PLC) such as IEEE 61334, IEEE P1901.2, and
others.
[0018] Communication network 105 further includes a geographically
distributed collection of devices or nodes 110, interconnected by
communication links 120 for exchanging data such as data packets
140 and for transporting data to end nodes or client devices 130
through, for example, a multiplayer platform 125. Multiplayer
platform 125 distributes media content (e.g., audio content, visual
content, textual content, etc.) to subscribers such as client
devices 130. Client devices 130 include personal computing devices,
network game systems (e.g., game consoles, peripheral devices,
display hardware, etc.), laptops, tablets, mobile devices, or other
devices as is appreciated by those skilled in the art. In
operation, a user connects to multiplayer platform 125 over network
105 and subscribes to content provided by multiplayer platform 125.
In this fashion, the user can play, spectate, or otherwise access
media content hosted by multiplayer platform 125.
[0019] Communication links 120 in network 105 include wired links
or shared media links (e.g., wireless links, PLC links, etc.) where
certain devices, such as, e.g., routers, servers, switches,
sensors, computers, etc., may be in communication with other
devices, based on distance, signal strength, current operational
status, location, etc. Those skilled in the art will understand
that any number of nodes, devices, links, etc. may be used in
communication network 105, and that the view shown herein is for
purposes of discussion and simplicity, not limitation.
[0020] Data packets 140 represent network traffic/messages
exchanged between devices over and within communication network 105
using predefined network communication protocols such as certain
known wired protocols, wireless protocols (e.g., IEEE Std.
802.15.4, WiFi, Bluetooth.RTM., etc.), PLC protocols, or other
shared-media protocols where appropriate. In this context, a
protocol consists of a set of rules defining how the devices or
nodes interact with each other.
[0021] FIG. 2 illustrates a block diagram of an example network
device 200 that can be used in conjunction with multiplayer
platform 125 (e.g., a component or sub-component of multiplayer
platform 125) and/or in conjunction with one of client devices 130
(e.g., a game console system or components thereof). As shown,
device 200 includes one or more network interfaces 210, at least
one processor 220, and a memory 240 interconnected by a system bus
250.
[0022] Network interface(s) 210 contain the mechanical, electrical,
and signaling circuitry for communicating data over links coupled
to one or more of the networks shown in schematic diagram 100.
Network interfaces 210 are configured to transmit and/or receive
data using a variety of different communication protocols, as will
be understood by those skilled in the art. Moreover, network
interfaces 210 may include input interfaces for providing or
receiving user inputs (e.g., from input devices such as touch
screens, controller devices, and the like).
[0023] Memory 240 comprises a plurality of storage locations that
are addressable by processor 220 for storing software programs and
data structures associated with the embodiments described herein.
Processor 220 comprises elements or logic adapted to execute the
software programs and manipulate data structures 245. An operating
system 242, portions of which are typically resident in memory 240
and executed by processor 220, functionally organizes device 200
by, inter alia, invoking operations in support of software
processes and/or services executing on the device. These software
processes and/or services may comprise an illustrative "competitive
incentive" process/service 244. Note that while competitive
incentive processes/services 244 are shown in centralized memory
240, these processes/services may be configured to operate in a
distributed computing network.
[0024] It will be apparent to those skilled in the art that other
processor and memory types, including various computer-readable
media, may be used to store and execute program instructions
pertaining to the techniques described herein. Also, while the
description illustrates various processes, it is expressly
contemplated that various processes may be embodied as modules
configured to operate in accordance with the techniques herein
(e.g., according to the functionality of a similar process).
Further, while the processes have been shown separately, those
skilled in the art will appreciate that processes may be routines
or modules within other processes. For example, processor 220 can
include one or more programmable processors, e.g., microprocessors
or microcontrollers, or fixed-logic processors. In the case of a
programmable processor, any associated memory, e.g., memory 240,
may be any type of tangible processor readable memory, e.g., random
access, read-only, etc., that is encoded with or stores
instructions that can implement program modules, e.g., a module
having competitive incentive process 244 encoded thereon. Processor
220 can also include a fixed-logic processing device, such as an
application specific integrated circuit (ASIC) or a digital signal
processor that is configured with firmware comprised of
instructions or logic that can cause the processor to perform the
functions described herein. Thus, program modules may be encoded in
one or more tangible computer readable storage media for execution,
such as with fixed logic or programmable logic, e.g.,
software/computer instructions executed by a processor, and any
processor may be a programmable processor, programmable digital
logic, e.g., field programmable gate array, or an ASIC that
comprises fixed digital logic, or a combination thereof. In
general, any process logic may be embodied in a processor or
computer readable medium that is encoded with instructions for
execution by the processor that, when executed by the processor,
are operable to cause the processor to perform the functions
described herein.
[0025] FIG. 3 illustrates a schematic diagram 300 of an incentive
module 305. Incentive module 305 includes two sub-modules--namely,
a metric extraction module 306 and a mapping module 307. Notably,
incentive module 305 may represent components or sub-components of
device 200 and/or multiplayer platform 125. For example, incentive
module 305 may perform operations described by competitive
incentive process/service 244.
[0026] In operation, metric extraction module 306 monitors gameplay
(e.g., actions/interactions) for game sessions. In particular,
metric extraction module 306 monitors gameplay corresponding to
specific players, including non-ranked player 310 (player 1) as
well as ranked players 320 (player 2, player 3, player 4, and so
on). As mentioned above, the gameplay for ranked players 320 can
include competitive gameplay (typically hosted by a multiplayer
platform) and gameplay for non-ranked players 310 includes
non-competitive gameplay such as local gameplay, non-network
gameplay, or other non-ranked gameplay. Metric extraction module
306 operates in conjunction with metric extraction module 306 and
extracts metrics such as "gameplay metrics" associated with game
sessions. As shown, examples of gameplay metrics include a time to
acquire a target (e.g., when a player or object is present in a
frame), a number of head shots, a gameplay distance corresponding
to successful headshots, a button press speed, a number of points
achieved, a transition time between gameplay events or milestones,
an orientation of a player and/or controller, a gameplay location
(e.g., on a world map for the game session), an axial direction or
angular momentum of a character in the gameplay session (and/or
hardware controllers associated with a player), inventory, and so
on. The gameplay metrics are typically extracted and organized
according to each player, and can include real-world metrics
measured by hardware (e.g., input controllers) or virtual metrics
measured by actions, interactions, etc. by a character in a game
session. Collectively, the gameplay metrics include a comprehensive
data set that represents every move, action, interaction, and so on
in a game session. Accordingly, the gameplay metrics can be used to
recreate or simulate gameplay by a particular player in a
subsequent game session (e.g., a non-competitive or competitive
game session, as appropriate). For example, the gameplay metrics
for a ranked player may be used to simulate a matchup against a
non-ranked player in non-competitive game session such as a
non-network game session, a local game session, a non-ranked game
session, etc.
[0027] Mapping module 307 receives the gameplay metrics from metric
extraction module 306 and creates profiles based on respective
gameplay metrics. For example, mapping module 307 creates ranked
profiles corresponding to ranked players 320 and a non-ranked
profile corresponding to player 310, and maps these profiles in a
vector-space (e.g., an n-dimensional vector-space). With respect to
mapping the profiles, mapping module 307 determines vector-space
positions for profiles corresponding to player 1 (P1), player 2
(P2), player 3 (P3), and player 4 (P4). Notably, the vector-space
can include (or exclude) any number of axis where each axis
corresponds to a gameplay metric. For example, dimension 1
corresponds to a first metric, dimension 2 corresponds to a second
gameplay metric, dimension 3 corresponds to a third gameplay
metric, and so on.
[0028] Incentive module 305 further analyzes, as discussed in
greater detail below, the respective positions for profiles in the
vector-space to determine relative distances (and/or position
vectors with corresponding angles (.alpha.)) and compares
non-ranked profiles with ranked profiles.
[0029] FIG. 4 illustrates a schematic diagram 400 of incentive
module 305, further showing an analysis module 407, which operates
in conjunction with mapping module 307, and a notification module
408, which provides notifications to incentivize non-ranked players
to participate in competitive gameplay.
[0030] As discussed above, metric extraction module 306 extracts
gameplay metrics and mapping module 307 maps profiles in a
vector-space based on respective gameplay metrics. Here, analysis
module 407 analyzes positions and determines distances between
respective profiles. For example, analysis module 407 determines a
distance "d1" between the profile P1 (corresponding non-ranked
player 1) and the profile P2 (corresponding to ranked player 2).
Notification module 408 further compares the distance d1 to a
threshold distance and, when distance d1 is within the threshold
distance, presents a notification to a client device 410 client
associated with non-ranked player 1. Here, the notification is
illustrated by an incentive 410, which solicits and/or provides an
incentive for non-ranked player 1 to engage in competitive
gameplay.
[0031] Put differently, incentive 410 represents a solicitation to
incentivize non-ranked player 1 to engage in competitive gameplay
with ranked players. Incentive 410 can include, for example, a
gameplay challenge (e.g., an invitation) between non-ranked player
1 and a ranked player (e.g., here, ranked player 2), a tournament
invitation, a schedule of one or more tournaments, a predicted rank
for one or more game sessions of non-competitive gameplay (e.g., if
non-ranked player 1 participated in competitive gameplay), a
predicted award for one or more game sessions of competitive
gameplay (e.g., a point award, a monetary award, a gift
certificate, a voucher, a coupon, etc.), a subscription to a
service or a game, and so on.
[0032] FIG. 5 illustrates a schematic diagram 500 of a
vector-space, showing respective positions for ranked profiles and
a non-ranked profile as well as groupings of ranked players into
tiers--here, "Tier 1", "Tier 2", "Tier 3", and "un-ranked". As
shown, the vector-space includes dimensions corresponding to
certain gameplay metrics such as "transition time", "head-shots",
and "level" where one dimension corresponds to one gameplay metric.
In addition, the vector-space also includes a non-ranked profile
505 in proximity to ranked profiles grouped in Tier 2.
[0033] Incentive module 305 creates the vector-space shown in
schematic diagram 500 based on gameplay metrics associated with
players. For example, incentive module 305 monitors gameplay for
game sessions and extracts gameplay metrics for respective players
(e.g., ranked and non-ranked players). Incentive module 305 further
creates profiles and maps the profiles to respective positions in
the vector-space. As illustrated, incentive module 305 analyzes
positions for the profiles and determines a rank or grouping based
on distances between the positions. In this fashion, profiles in
relative proximity to each other are grouped into a tier.
[0034] Incentive module 305 further maps non-ranked profile 505 in
the vector-space and determines its position is within the Tier 2
rank. For example, incentive module 305 may determine non-ranked
profile 505 is within a threshold distance to one or more ranked
profiles grouped in or associated with Tier 2. Alternatively,
incentive module 305 may develop a group criteria that describes
the ranked profiles within Tier 2 as a whole and compare a distance
between the non-ranked profile 505 in the vector-space to the group
criteria.
[0035] FIG. 6 illustrates a schematic diagram 600 that shows
vector-spaces for a first game--"Game 1"--and a vector-space for a
second game--"Game 2". As shown, incentive module 305 performs the
above-discussed operations, extracts gameplay metrics, creates
vector-spaces, and maps profiles for each game. A non-ranked
profile 605 mapped in the vector-space for Game 1 does not fall
within a threshold distance of the Tier 1 group criteria and/or any
ranked profiles associated with the Tier 1 group. However, this
non-ranked profile 605 is within the threshold distance of the Tier
1 group criteria (and/or one or more ranked profiles associated
with the Tier 1 group) in the vector-space Game 2, which uses the
same gameplay metrics for the same dimensions. That is, certain
gameplay metrics may be advantageous for one game, but may hinder
success in another game.
[0036] Moreover, in some instances, the player associated with
non-ranked profile 605 may not have played Game 2 (e.g., may not
have engaged in gameplay for game sessions associated with Game 2).
In these instances, incentive module 305 can discover new games
(here Game 2) that may interest the player associated with
non-ranked profile 605 and provide a recommendation regarding
potential interest to the non-ranked player associated with
non-ranked profile 605. For example, incentive module 305 may
determine the gameplay metrics for non-ranked profile 605 may lead
to success in another game based on the proximity of non-ranked
profile 605 to ranked profiles associated with successful players
in Game 2. In turn, incentive module 305 may provide a notification
(e.g., using notification module 408) to the player associated with
the non-ranked profile 605 and recommend Game 2. The notification
can include, for example, an incentive regarding a potential rank,
suitable skillset, awards, and so on, for competitive gameplay in
Game 2.
[0037] FIG. 7 illustrates a schematic diagram 700 of incentive
module 305, showing a selection of incentives in a notification
based on distances between the profiles in the vector-space. In
particular, schematic diagram 700 illustrates operations by
incentive module 305 to select different incentives to present to
client device 410. Here, incentive module 305 determines a distance
(d2) between a non-ranked profile 705 and a ranked profile 710.
Incentive module 305 further selects an incentive--"incentive 2"
based on distance (d2) and sends a notification to client device
410 with incentive 2.
[0038] In this fashion, incentive module 305 can map different
incentives to different distance thresholds in the vector-space and
provide incentives based on the same. For example, as the
non-ranked profile 705 approaches or becomes closer to ranked
profile 710, the incentives may change to further encourage the
non-ranked player to engage in competitive gameplay.
[0039] FIG. 8 illustrates an example simplified procedure 800 for
incentivizing competitive gameplay for non-ranked players,
particularly from the perspective of an incentive module such as
incentive module 305. While procedure 800 describes operations
performed by incentive module 305, it is appreciated such
operations are not intended to be limited to incentive module
305--it is appreciated such operations may be performed by portions
of the incentive module and/or by other devices such as game
consoles, network game systems, multiplayer platforms, and the
like.
[0040] Procedure 800 begins at step 805 and continues to step 810
where, as discussed above, the incentive module measures metrics
(e.g., gameplay metrics) for players engaged in gameplay (e.g.,
competitive gameplay, non-competitive gameplay, etc.). The
incentive module further generates, at step 815, profiles based on
the metrics for each player. For example, the profiles can include
ranked profiles for ranked players and non-ranked profiles for
non-ranked players.
[0041] The incentive module also maps, at step 820, the profiles
for corresponding players in a vector-space. Here, the vector-space
can include dimensions for corresponding metrics where one
dimension corresponds to one metric. In addition, as mentioned
above, the incentive module can also define tiers (e.g., Tier 1,
Tier 2, etc.) or groups for co-located or proximately located
ranked profiles in the vector-space.
[0042] The incentive module analyzes and determines, at step 825,
relative distances (and/or angles between vectors) between the
non-ranked profile and one or more ranked profiles in the
vector-space. The incentive module may also compare the relative
distances to a distance threshold to determine when the non-ranked
profile is proximately located to a ranked profile. When the
distance between the non-ranked profile and one or more ranked
profiles (and/or criteria describing a tier) is within the distance
threshold, the incentive module further presents, at step 830, a
notification to the non-ranked player to incentive the non-ranked
player to engage in competitive gameplay. For example, the
incentive can be in various forms such as a gameplay challenge
between the non-ranked player and the ranked player(s), a
tournament invitation for the non-ranked player, a schedule of one
or more tournaments, a predicted rank (either a global rank or a
rank for a particular game session of competitive gameplay), a
predicted award for one or more game sessions of competitive
gameplay, and so on. Procedure 800 subsequently ends at step 835,
but may continue on to step 810 where the incentive module measures
gameplay metrics for players.
[0043] It should be noted some steps within procedures 800 may be
optional, and further the steps shown in FIG. 8 are merely examples
for illustration, and certain other steps may be included or
excluded as desired. Further, while a particular order of the steps
is shown, this ordering is merely illustrative, and any suitable
arrangement of the steps may be utilized without departing from the
scope of the embodiments herein.
[0044] The techniques described herein, therefore, provide
incentives to encourage non-ranked players to engage in competitive
gameplay. While there have been shown and described illustrative
embodiments to provide incentives based on vector-space positions
of corresponding profiles, it is to be understood that various
other adaptations and modifications may be made within the spirit
and scope of the embodiments herein. For example, the embodiments
have been shown and described herein with relation to certain
systems, platforms, devices, and/or modules performing specific
operations. However, the embodiments in their broader sense are not
as limited, and may, in fact, such operations and similar
functionality may be performed by any combination of the devices
shown and described.
[0045] The foregoing description has been directed to specific
embodiments. It will be apparent, however, that other variations
and modifications may be made to the described embodiments, with
the attainment of some or all of their advantages. For instance, it
is expressly contemplated that the components and/or elements
described herein can be implemented as software being stored on a
tangible (non-transitory) computer-readable medium, devices, and
memories (e.g., disks/CDs/RAM/EEPROM/
[0046] etc.) having program instructions executing on a computer,
hardware, firmware, or a combination thereof. Further, methods
describing the various functions and techniques described herein
can be implemented using computer-executable instructions that are
stored or otherwise available from computer readable media. Such
instructions can comprise, for example, instructions and data which
cause or otherwise configure a general purpose computer, special
purpose computer, or special purpose processing device to perform a
certain function or group of functions. Portions of computer
resources used can be accessible over a network. The computer
executable instructions may be, for example, binaries, intermediate
format instructions such as assembly language, firmware, or source
code. Examples of computer-readable media that may be used to store
instructions, information used, and/or information created during
methods according to described examples include magnetic or optical
disks, flash memory, USB devices provided with non-volatile memory,
networked storage devices, and so on. In addition, devices
implementing methods according to these disclosures can comprise
hardware, firmware and/or software, and can take any of a variety
of form factors. Typical examples of such form factors include
laptops, smart phones, small form factor personal computers,
personal digital assistants, and so on. Functionality described
herein also can be embodied in peripherals or add-in cards. Such
functionality can also be implemented on a circuit board among
different chips or different processes executing in a single
device, by way of further example. Instructions, media for
conveying such instructions, computing resources for executing
them, and other structures for supporting such computing resources
are means for providing the functions described in these
disclosures. Accordingly this description is to be taken only by
way of example and not to otherwise limit the scope of the
embodiments herein. Therefore, it is the object of the appended
claims to cover all such variations and modifications as come
within the true spirit and scope of the embodiments herein.
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