Aspects of the disclosure relate to computer systems, computer software, and video games. Video games are increasingly popular. In FPS games, the player's on-screen view simulates the view of the character or vehicle controlled by the player that is, the first-person view. The object of many FPS games is to accomplish a goal within a game. Common goals include killing other game characters that represent other players, capturing flags that represent opponents' territory, assaulting another team's base, and the like. Third person shooter games often have similar goals but differ in the perspective of the player. In third person shooters, the player views the game world from above or behind the character or vehicle controlled by the player. Repetitive play can often lead to players becoming bored with a particular game.Dating an introvert long Distance
9 1 Public Test started today World of Tanks 9 21 0 2
In addition, if a player finds a game too hard or too easy, the player may become frustrated or bored, and cease playing prematurely. The following presents a simplified summary of various aspects described herein. According to an aspect, matchmaking may be performed by receiving at a matchmaking server a battle session request from each of a plurality of client devices, where each battle session request identifies a vehicle to be used in the game. Each vehicle has a vehicle type and vehicle tier. The game may include a plurality of different vehicle types, and a plurality of different hierarchical vehicle tiers. Matchmaking may further include assigning each vehicle to a battle session based on a battle level table defining a permissible range of battle levels for each vehicle based on vehicle type and vehicle tier, and then initiating the battle session with each of the assigned vehicles. The method may be performed based on instructions stored on a statutory computer readable medium, or executed by a matchmaking server configured to perform as described herein. According to various aspects, a first vehicle type of a first tier may be associated with a first range of battle levels, and a second vehicle type of the first tier may be associated with a second range of battle levels different from the first range of battle levels. According to other aspects, each vehicle may be one of a standard vehicle and a premium vehicle, where a first premium vehicle is associated with a lower range of battle levels than a first standard vehicle of a same tier and/or type as the first premium vehicle. In some aspects, assigning may include calculating the permissible range of battle levels as a function of a number of battle sessions previously played using the vehicle. In one specific aspect, the calculating may be performed by determining a current maximum permissible battle level C based on the following: For B N: C=L+(B−6)((M−L−6)/N) For B≧N: C=M, where L represents a lowest battle level defined the battle level table for the vehicle type and vehicle tier of the vehicle, M represents the maximum battle level defined the battle level table for the vehicle type and vehicle tier of the vehicle, B represents the number of battles previously played using the vehicle, rounding to a nearest integer value.
6 is an illustrative network environment in which one or more aspects described herein may be used. FIG. 7 is a block diagram illustrating an example virtual world client according to one or more aspects described herein. 8 is a block diagram illustrating an example virtual world server according to one or more aspects described herein. 9 illustrates a block architecture diagram of software modules that may be used to implement various features described herein. 5A illustrates an instance of a character object according to various features described herein. 5B illustrates an instance of a vehicle object according to various features described herein. 6A illustrates a screenshot of a video game implementing one or more illustrative aspects described herein. 6B illustrates a screenshot of a video game implementing one or more illustrative aspects described herein. 7 illustrates a screenshot of a video game implementing one or more illustrative aspects described herein. 8 illustrates battle level table according to an illustrative embodiment described herein. 9 illustrates a flowchart for a method of performing smart matchmaking according to an illustrative embodiment described herein. It is understood that other embodiments may be used and structural and functional modifications may be made. 6 illustrates a network environment in which clients 656 may interact with virtual world servers 655 to provide a virtual world for users to access.
Patent US8425330 Dynamic battle session matchmaking in a
Clients 656 may include a variety of devices including generic data processing device 656 a, personal computer (PC) 656 b, laptop, portable, or netbook computer 656 c, personal data assistant, mobile phone or device 656 d, a tablet device (not shown) and the like. Each of clients 656 may have a network adapter that allows clients 656 to connect to virtual world servers 655 through network 655. G. , the Internet. Other networks may include cellular networks, cable networks, fiber optic networks, wireless networks, wired network and/or combinations thereof. Network 655 may further include one or more sub-networks such as wired or wireless local area networks (LANs), wide area networks (WANs), and the like. The network environment of FIG. 6 may also associate with one or more matchmaking servers 656. As used herein, a matchmaking server 656 may determine what set of players to assign to a same instance of the virtual world to ensure that all players meet predefined criteria for that instance of the virtual world. That is, if extremely experienced players are paired with complete novices, the experienced players may quickly become bored, while the novice players may quickly become frustrated, causing each of them to stop playing the game altogether. Thus, the matchmaking server(s) 656 determine how to assign players to an instance of a virtual world so that every player is challenged, without getting frustrated. Specific algorithms and techniques used for matchmaking are described in more detail below. The world and the objects may be graphically rendered by client software 755 and subsequently sent to output adapter 766 and display 769. A user may control the object and interact with the world through input interface 759 using various types of input devices including keyboard 778 and mouse 775.
Other types of input devices may include a microphone (e. , for voice communications over the network), joysticks, motion sensing devices and/or combinations thereof. In one or more arrangements, music or other audio such as speech may be included as part of the virtual world. In such instances, the audio may be outputted through speaker 776. Referring now to FIG. 8, a virtual world server 855 (e. Server 855 may include processor 856, ROM 858, RAM 855, communication interface 857, object position database 859, world database 866, user database 868, server software 867, and a statistics database 867. Object position database 859 may be configured to store position information for each object (e. , based on commands to move a vehicle received from each client). The statistics database 867 may be configured to store and/or transfer statistics relevant to game operation, including, for example, tracking player achievement and general game server performance. Features described herein may be used with or in a variety of video games, including but not limited to, WORLD OF TANKS™ by Wargaming. Net®. Aspects described herein may also be used with other video games and are not limited to any one genre or implementation. Aspects described herein may be implemented in video game application software stored on a computer readable medium, e.
, storage 756, 758, 755, 756, 768, 765, 859, 866 867, and/or 868, and executable by a data processing device. Various aspects of the disclosure provide features and capabilities that enhance game play by providing options through which users can develop strategies to play the video game. According to various aspects described herein, a video game may provide a graphically stimulated virtual world or virtual environment, in which the game takes place, referred to herein interchangeably as a virtual world and as a simulated environment of the video game. The simulated environment may have features similar to actual geographic locations or may have fictional, science fiction or fantasy-themed environments. According to various aspects, the game may involve multi-player combat-based tournaments combined with an experience-based reward system. As users accomplish predefined tasks or achievements within the game, the player may be given one or more types of reward points or experience points. Reward points may subsequently be exchanged for in-game items, goods, features, etc. , or otherwise used in accordance with one or more aspects described herein. In one example, reward points may be used to initiate or perform “research” to unlock more powerful, stronger, or otherwise more desirable elements within the game. The discussion below indicates various features and items that may be researched and used, as a player develops a character or vehicle within the game. As players research and purchase more advanced technologies, those players advance in skill and ability, which also affects how those players should be matched against other players in the game by matchmaking server 656. 9 illustrates a block diagram of a video game software application 956. Each block in FIG. 9 illustrates a logical software module or function that performs an action, provides a capability or feature, implements an object, or performs some other aspect of the video game.
When the video game software 956 executes on a data processing system such as a PC or game console, the modules operate collectively to provide a video game experience to a player. The modules illustrated in FIG.