# US 11,992,772 B1 · Contextually aware active social matchmaking

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- Number: US 11,992,772 B1
- Document ID: US11992772B1
- Status: Granted
- Kind: B1
- Application number: 17/848,233
- Filed: 2022-06-23
- Granted: 2024-05-28
- Earliest claimed: 2020-05-04
- Assignees: Electronic Arts Inc.
- Applicants: Electronic Arts Inc.
- Inventors: Jean Pierre Kellams
- Web page: https://patentgrep.com/patent/US11992772B1

## CPC

- A63F 13/798: for assessing skills or for ranking players, e.g. for generating a hall of fame
- A63F 13/67: adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
- A63F 13/795: for finding other players; for building a team; for providing a buddy list
- A63F 13/812: Ball games, e.g. soccer or baseball
- A63F 2300/5566: by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
- A63F 2300/558: by assessing the players' skills or ranking
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

Various aspects of the subject technology relate to systems, methods, and machine-readable media for contextual matchmaking. The method includes receiving player information for a plurality of players, the player information for each player comprising at least one of player statistics, player tendencies, and player preferences. The method also includes generating player archetypes for each of the plurality of players based on the player information, each of the player archetypes comprising at least one premier scenario. The method also includes matching the players based on the player archetypes. The method also includes generating in-game objectives based on the player archetypes.

## Claims

### Claim 1

A computer-implemented method for contextual matchmaking, comprising:
receiving, for a plurality of players, player information generated during gameplay comprising a plurality of prior game sessions, the player information for each player comprising at least one of player statistics, player tendencies, or player preferences;
generating player archetypes for each of the plurality of players based on the player information, wherein at least one of the player archetypes for each of the plurality of players comprises an optimal archetype having an optimal weight;
generating customized in-game objectives for each of the players based on the player archetypes of each of the players; and
pairing the players based on the player archetypes and a weighted matchmaking score, the weighted matchmaking score comprising a product of the optimal weight and a premier scenario score for each player, the premier scenario score comprising a highest scenario score of a plurality of match scenarios.

### Claim 2 (depends on 1)

The computer-implemented method of claim 1, wherein the player archetypes are generated based on player strengths.

### Claim 3 (depends on 1)

The computer-implemented method of claim 1, wherein the players are matched based on results of a matching algorithm.

### Claim 4 (depends on 1)

The computer-implemented method of claim 1, wherein each player archetype comprises an archetype weight and each premier scenario comprises a scenario score.

### Claim 5 (depends on 1)

The computer-implemented method of claim 1, further comprising:
generating a plurality of player archetypes for each of the plurality of players, each of the plurality of player archetypes comprising a weight; and
generating a plurality of desired scenarios, each of the plurality of desired scenarios comprising a scenario score.

### Claim 6 (depends on 1)

The computer-implemented method of claim 1, wherein the in-game objectives are generated based on player strengths.

### Claim 7 (depends on 1)

The computer-implemented method of claim 1, further comprising:
evaluating the outcome of the match between the players; and
updating the player information for each of the players based on the outcome of the match.

### Claim 8

A system for contextual matchmaking, comprising:
a processor; and
a memory comprising instructions stored thereon, which when executed by the processor, causes the processor to perform:
receiving, for a plurality of players, player information generated during gameplay comprising a plurality of prior game sessions, the player information for each player comprising at least one of player statistics, player tendencies, or player preferences;
generating player archetypes for each of the plurality of players based on the player information, wherein at least one of the player archetypes for each of the plurality of players comprises an optimal archetype having an optimal weight;
generating customized in-game objectives for each of the players based on the player archetypes of each of the players; and
pairing the players based on the player archetypes and a weighted matchmaking score, the weighted matchmaking score comprising a product of the optimal weight and a premier scenario score for each player, the premier scenario score comprising a highest scenario score of a plurality of match scenarios.

### Claim 9 (depends on 8)

The system of claim 8, wherein the player archetypes are generated based on player strengths.

### Claim 10 (depends on 8)

The system of claim 8, wherein the players are matched based on results of a matching algorithm.

### Claim 11 (depends on 8)

The system of claim 8, wherein each player archetype comprises an archetype weight and each premier scenario comprises a scenario score.

### Claim 12 (depends on 8)

The system of claim 8, further comprising stored sequences of instructions, which when executed by the processor, cause the processor to perform:
generating a plurality of player archetypes for each of the plurality of players, each of the plurality of player archetypes comprising a weight; and
generating a plurality of desired scenarios, each of the plurality of desired scenarios comprising a scenario score.

### Claim 13 (depends on 8)

The system of claim 8, wherein the in-game objectives are generated based on player strengths.

### Claim 14 (depends on 8)

The system of claim 8, further comprising stored sequences of instructions, which when executed by the processor, cause the processor to perform:
evaluating the outcome of the match between the players; and
updating the player information for each of the players based on the outcome of the match.

### Claim 15

A non-transitory computer-readable storage medium comprising instructions stored thereon, which when executed by one or more processors, cause the one or more processors to perform operations for contextual matchmaking, the operations comprising:
receiving, for a plurality of players, player information generated during gameplay comprising a plurality of prior game sessions, the player information for each player comprising at least one of player statistics, player tendencies, or player preferences;
generating player archetypes for each of the plurality of players based on the player information, wherein at least one of the player archetypes for each of the plurality of players comprises an optimal archetype having an optimal weight;
generating customized in-game objectives for each of the players based on the player archetypes of each of the players; and
pairing the players based on the player archetypes and a weighted matchmaking score, the weighted matchmaking score comprising a product of the optimal weight and a premier scenario score for each player, the premier scenario score comprising a highest scenario score of a plurality of match scenarios.

### Claim 16 (depends on 15)

The computer-readable storage medium of claim 15, wherein the player archetypes are generated based on player strengths.

### Claim 17 (depends on 15)

The computer-readable storage medium of claim 15, wherein the players are matched based on results of a matching algorithm.

### Claim 18 (depends on 15)

The computer-readable storage medium of claim 15, wherein each player archetype comprises an archetype weight and each premier scenario comprises a scenario score.

### Claim 19 (depends on 15)

The computer-readable storage medium of claim 15, comprising further instructions which, when executed by the one or more processors, cause the one or more processors to perform operations comprising:
generating a plurality of player archetypes for each of the plurality of players, each of the plurality of player archetypes comprising a weight; and
generating a plurality of desired scenarios, each of the plurality of desired scenarios comprising a scenario score.

### Claim 20 (depends on 15)

The computer-readable storage medium of claim 15, wherein the in-game objectives are generated based on player strengths.
