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.
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.
Patent US8425330 Dynamic battle session matchmaking in a
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.