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System and method for network interactive game match-up and server selection

a network interactive and server selection technology, applied in the field of network interactive game match-up and server selection, can solve the problems and nothing in the prior art, and achieve the effect of novel and non-obvious

Inactive Publication Date: 2006-11-16
PROFESSIONAL INTERACTIVE ENTERTAINMENT
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0007] According to the present invention, a method and apparatus are described whereby a user of the invention may challenge an individual (or team) to a game, an automatic match may be made using various methods or intelligent match-making using various criteria, which the individual (or team) may accept. The invention will aid users in finding an optimal server upon which each player is able to play based upon user input, automatically or based upon a data set built by the system and method of this invention. In the preferred embodiment, the game parameters are set by the invention, the game is then launched and played, various types of game and player-related data is tracked and recorded, and each player's (or team's) data is then stored for later use in analyzing the player (or team) for future matches. A new ladder or game ranking of the player (or team) is made based on this data, relative to all other players in the ladder or game.

Problems solved by technology

These range in complication from simple web forums whereby users can specify certain game servers at certain times for individuals or groups to challenge each other to a match, to more complicated software or interfaces whereby a user is ranked over time or whereby individuals may actually launch a game in real time in order to play against or join in the play of a friend.
Nothing in the prior art, however, has provided a simple single interface for the interaction of players, a ranking system of players with real-time tracking of relevant game-play statistics, real-time push-button challenge, random or intelligent match-up of players, and server-side, peer-to-peer or client side control of the game server chosen and methodologies for finding a game server available for the match.
Further, the capability to find, quickly and effectively, the an optimal game server, based upon criteria established by the user or users available to each user involved is novel and nonobvious.

Method used

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Embodiment Construction

[0025] The present invention connects players who desire to play network computer games with each other. According to the preferred embodiment of the invention, a webpage is used, whereby users are able to login, using a user-selected user identification and a user-selected password. Methodologies to connect to a customized webpage (or other network-accessible interface) are common in the art and will not be described in great detail so as to avoid confusion over the scope of the present invention. The means by which an individual may select a username and password are implemented using traditional web database methodologies and algorithms. In the setup process, elements that are unique to the present invention include the setting of “available times” during which a user may be challenged to a game or may be automatically or intelligently set up for a match. These times may be further sub-divided by type of game, if desired. For example, and individual might set as available playtim...

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Abstract

A computer-based system and method of interactive game challenge and acceptance for finding an appropriate game server for one or more individuals to play on given skill level, latency and numerous other factors; setting up the game server with the proper parameters; connecting those individuals to that server; logging the details of the match; updating those details to a database and updating or creating statistics related to those individuals for display and ranking purposes to be used for later match-ups.

Description

[0001] This application claims priority of the provisional application with Ser. No. 60 / 680,848 filed May 13, 2005 entitled Method and Apparatus for Internet Network Game Challenge and Acceptance.FIELD OF THE INVENTION [0002] The present invention relates to internet gaming and more specifically to a method and apparatus for matching players of a particular interactive game on the internet, using one or more applications in several formats, including: a challenge and acceptance format, an immediate match-maker format, an intelligent match-maker format or other formats and providing continually updated statistical analysis for the games and the individuals involved in the match. BACKGROUND OF THE INVENTION [0003] The entertainment focus in network gaming has become more and more centered on player versus player confrontations. As games have progressed in complexity and as the proliferation of high-speed internet connections has grown, more and more players venture onto large intercon...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F9/24
CPCA63F13/12A63F2300/531A63F2300/636A63F2300/558A63F2300/5593A63F2300/5566A63F13/30A63F13/35A63F13/795
Inventor CUGNO, JAREDHALEEM, AMIRSKEELS, JACK
Owner PROFESSIONAL INTERACTIVE ENTERTAINMENT
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