System and method for providing dynamically variable maps in a video game

Information

  • Patent Grant
  • 10486068
  • Patent Number
    10,486,068
  • Date Filed
    Thursday, May 14, 2015
    9 years ago
  • Date Issued
    Tuesday, November 26, 2019
    4 years ago
Abstract
A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.
Description
FIELD OF THE INVENTION

The invention relates generally to video games, and more particularly to a system and method for providing dynamically variable maps in a video game.


BACKGROUND OF THE INVENTION

In most video games, a map is provided that defines the playable space available to one or more game players. A map may also be referred to as, for example, an area, a stage, a world, a zone, a location, or another similar descriptor. While the particular nature of a map may depend on the type of video game, some non-limiting examples of maps may include a building layout (e.g., one or more floors), a city layout, a forest, a fort, a battlefield, a racetrack, etc. Numerous other examples exist.


In those instances where the same map(s) are played repeatedly in a video game without variety or the introduction of new maps, game players may grow tired of playing the video game after a short period of time.


A lack of maps, or a lack of variety in the maps provided, may result in additional drawbacks for multiplayer video games in which two or more players typically play in a match during a gameplay session in a cooperative or adversarial relationship. One disadvantage of having fewer maps in a multiplayer game (in addition to boredom), is that an appropriate-sized map may not be available for every possible number of players. For instance, a map of a larger scale that is designed (or optimal) for twenty total players in a gameplay session may be too large or challenging (and therefore unsatisfying) for two teams of two players each (four total players). Likewise, a smaller scale map that is designed (or optimal) for eight total players in a gameplay session may be too constrained for two teams of ten players (twenty total players). In either instance, the enjoyment of gameplay may be diminished, resulting in frustrated or discouraged players.


Another example of a drawback associated with a limited number or variety of maps in a multiplayer game is that veteran players may develop more familiarity with available map(s), and hence an unbalanced advantage, over newer players. As such, novice or lower-skilled players, for instance, may feel that they are continually at a disadvantage.


Currently, a “brute force” approach exists to providing game players with more map variety, which is to generate more maps. One disadvantage of this approach is the time and expense required for video game developers to create entirely new maps. Creating new maps may require, among other things, a formidable amount of development time that may negatively impact a developer's ability to provide additional content and/or new titles to consumers. In addition, the new maps must be delivered to the game players' systems, adding additional costs and resources.


Another approach to providing map variety is to limit the availability of certain maps to garners to pre-announced times. For example, a map which might normally be disabled during peak multiplayer gameplay hours may be made available to players at a time when player counts might otherwise be low. This approach, however, also provides disadvantages. For instance, the map that is made available is still a separate map that requires time and expense to create. Further, having a given map available for a limited time period still requires players to play the other available maps in a frequent manner until the pre-announced times, which may result in a poor or unsatisfying player experience.


These and other drawbacks exist with current maps in video games.


SUMMARY OF THE INVENTION

The invention addressing these and other drawbacks relates to a system and method for providing dynamically variable maps in a video game.


A dynamically variable (or modifiable) map is a map that defines a playable space available to one or more game players in a video game, and that may be altered from an initial (or first) configuration to a modified (or second) configuration, and so on, during a gameplay session to thereby change the playable space available to the players. In the description that follows, for brevity, the term “map” may be used in lieu of “dynamically variable map.”


According to an aspect of the invention, a map may comprise one or more map features (or attributes) including, for example, a map boundary (or perimeter), one or more static map objects, and one or more dynamic map objects.


A map boundary may define (in whole or in part) an area of playable space available to one or more game players during a gameplay session. As described herein, the map boundary, may be scalable (e.g., may expand or contract) or be otherwise altered during a gameplay session to change the area of available playable space.


Static map objects comprise objects that are typically stationary and may include, without limitation, objects such as a building, a wall, furniture, a tree, a large boulder, a body of water, a mountain, etc. The type of static map objects that may be presented on a map may differ depending on the type of video game.


Dynamic map objects are objects that may be movable from one position to another, or from one state to another. For instance, a vehicle may comprise a dynamic map object, as may a door or drawbridge that is capable of being moved from an open position (or state) to a closed position (or state). Similar to static map objects, the type of dynamic map objects that may be presented on a map may differ depending on the type of video game. In some instances, a dynamic map object may be moved or manipulated to change the area of (or otherwise alter aspects of) the available playable space.


In certain implementations, some static map objects may be considered dynamic map objects if they are capable of being (or are) moved or manipulated during gameplay. For example, a large boulder may comprise a static map object. However, the large boulder may also be considered a dynamic map object if it is capable of being (or is) moved or manipulated by one or more characters or equipment during a gameplay session.


According to an aspect of the invention, various configurations of playable space of a single map may be obtained by dynamically modifying the map boundary, one or more static map objects, and/or one or more dynamic map objects during a gameplay session. More particularly, a map may transform from an initial (or first) configuration to a modified (or second) configuration, and so on, during a gameplay session by altering the map boundary, and/or the location, position, size, number, state, etc. of one or more of static map objects, and/or dynamic map objects based on trigger events that occur during gameplay.


Examples of trigger events may include, but are not limited to, a change in a number of players in the gameplay session (e.g., the number of players exceeds or falls below a predetermined threshold), a change in a number of game players playing a particular player role (e.g., a number of a certain type of player roles in a match exceeds or falls below a predetermined threshold), the pace or frequency of gameplay actions/events exceeding or falling below a predetermined threshold, the commencement of a competition or newly available mission that takes place in a map, an inference that one or more players are unhappy with the current configuration of a map or otherwise would prefer variety (e.g., by monitoring unexpected attrition/rage quitting, or through explicit in-game voting or other feedback), or a change in other gameplay information, among other examples.


Trigger events may be system-defined (e.g., defined by the game logic) or user-defined (e.g., through one or more user interfaces prior to the commencement of a gameplay session). It should be appreciated that trigger events may be different for different maps, different video games, and/or for different maps utilized in the same video game. In some implementations, a collection of defined trigger events may be accessed and selectively applied to individual maps. In other implementations, trigger events may be created or customized for particular maps.


According to an aspect of the invention, a matchmaking engine may identify one or more players that are waiting to be matched (grouped), such as players whose in-game avatars are waiting in a virtual game lobby to join a gameplay session. The gameplay session may comprise any type of gameplay session including, without limitation, a real gameplay session and/or a practice gameplay session (e.g., associated with a “practice” or “training” mode of a game).


In one implementation, a player may be added to a gameplay session immediately if there is an opening. In another implementation, one or more gameplay sessions may be dynamically combined to create a single gameplay session involving the aggregate of all players in each of the original gameplay sessions. A gameplay session may be dynamically split to create two or more gameplay sessions, where a matchmaking engine may determine which players from the original sessions are grouped and placed into the resulting two or more gameplay sessions.


In one implementation, the matchmaking engine may generate one or more matches by grouping two or more of the identified players. The number of players placed in each match (contest) may depend on a number of players waiting to be matched, a number of players needed for a game session (e.g., a number of players needed to form a team or start a match), a number of players that can be accommodated by a game session, and/or other information. Different matches may include different combinations of different players, which may include different numbers of players.


The matchmaking engine may use known or hereafter-developed matchmaking techniques to generate a match by grouping players in an effort to produce the most satisfying player experiences. Game profiles, player profiles, match variables, and other factors may be considered when generating matches.


For clarity, it should be appreciated that the process of “matching” players refers to the grouping of players, and that “matched” players comprise players that have been grouped together (either in a cooperative or adversarial relationship) for a gameplay session by, for example, the matchmaking engine. Further, a “match” may also refer to a contest that is the subject of a gameplay session.


According to an aspect of the invention, a map selection engine may select, generate, or otherwise obtain a map for a match of a gameplay session. In some implementations, the map selection engine may select and retrieve one or more maps from among a collection of pre-generated maps stored, for instance, in one or more databases. Alternatively, the map selection engine may generate one or more maps, or dynamically modify one or more existing maps, in real-time (“on the fly”) for a gameplay session to change the playable space by altering one or more of the map's boundary, static map object(s), and/or dynamic map object(s).


In some implementations, a map (whether selected, generated, or modified) may have an initial (or first or beginning) configuration based on gameplay session information. Gameplay session information may describe various game characteristics of a gameplay session that may influence the quality of gameplay. For example, gameplay session information may include, without limitation, a number of players, a composition of teams (e.g., number and/or types of roles in each team), duration of gameplay (e.g., how long a given gameplay session is expected to last), types of matches (e.g., team death match, capture the flag, etc.), and/or other information related to a gameplay session. In another implementation, a map may be selected for a match randomly.


In other implementations, one or more players may select the map to be played in a match of the gameplay session. For instance, before the start of a match, one or more players may vote on the map to be used during the gameplay session.


According to an aspect of the invention, once one or more players have been matched, and a map has been selected, generated, and/or modified, a gameplay session may commence. Gameplay may be monitored in real-time for the detection of a trigger event (e.g., by a trigger detection engine, or other game logic).


According to an aspect of the invention, when a trigger event is detected during gameplay, a map may be dynamically modified (from its initial configuration) as described in detail below. In some implementations, depending on the type of trigger event, detection of the trigger event alone may be sufficient to dynamically modify the map. In other implementations, the gameplay event or action that produced (or resulted in) the triggering event must persist for a predetermined period of time (e.g., a modification waiting period) before the map is dynamically modified. This avoids changing the map frequently when near trigger thresholds, since players may find this confusing or disruptive depending on the game or map design.


In some instances, two or more trigger events may occur during gameplay (and be detected) at substantially the same time. For example, both a number of players and a number of player roles of a certain type may exceed a predetermined threshold at substantially the same time. In such an instance, either or both of the detected trigger events may result in a dynamic modification of the map. For example, in one implementation, the most significant trigger event, as defined by game logic or a user, may be used to dynamically modify a configuration of the map. Alternatively, each trigger event may be used to dynamically modify a configuration of the map. In some implementations, the occurrence of multiple trigger events may reduce the waiting period to dynamically modify the map. For example, if one or more additional trigger events occur during the modification waiting period, the modification waiting period may be truncated. In other implementations, if two or more significant trigger events are detected within a predetermined (e.g., short) period of time, the dynamic map modification may occur immediately without a modification waiting period. Other configurations may be implemented.


In one implementation, a map management engine may dynamically modify a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise any one or more of: altering the boundary (or perimeter) of the map by, for example, increasing or decreasing the boundary such that the boundary respectively defines a larger or smaller area of playable space, and/or opening up or closing (or otherwise altering) one or more portions of the boundary; altering the location, position, size, number, state, etc. of one or more static map objects on the map; altering the location, position, size, number, state, etc. of one or more dynamic map objects on the map; scaling the entire map by increasing or decreasing the size of the map and its constituent objects (including any static map objects, dynamic map objects, virtual characters or avatars depicting players, etc.) to increase or decrease the area of available space, respectively; adding or removing non-player characters (NPC) or other artificial intelligence (AI) controlled avatars to the gameplay experience; combining all or a portion of the map with all or a portion of one or more additional maps; and/or modifying the attributes of existing map objects or terrain such that player interaction is fundamentally impacted. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.


The following are illustrative and non-limiting examples of the various ways in which a map may be dynamically modified in real-time during gameplay in response to certain trigger events. While the examples described herein may reference various game levels or modes, characters, roles, game items, etc. associated with a First-Person-Shooter (FPS) game, it should be appreciated that any such examples are for illustrative purposes only, and are not intended to be limiting. The system and method described in detail herein may be used in any genre of multiplayer video game, without limitation.


In one implementation, a map be dynamically modified in real-time, during gameplay, based on a trigger event associated with a change in a number of players in the gameplay session (e.g., the number of players exceeds or falls below a predetermined threshold).


As one example, if a number of players during a gameplay session falls below a predetermined number (e.g., a lower or first threshold), the map management engine may switch the state of one or more dynamic map objects (e.g., close a doorway, block a hallway, remove a bridge, etc.) of the map to selectively close off regions of the map, thereby decreasing the available playable space of the map. In this regard, the remaining players may be forced to play in a smaller area which may, depending on the nature of the game, increase encounters with other players to foster more exciting action and gameplay. In some implementations, when a region of a map is selectively closed off (or otherwise dynamically altered), player avatars may be transported out of the non-playable area to another area of the map (e.g., to a standard safe spawn site). Alternatively, player avatars may be spawned elsewhere after a death (or other game event), and the region of the map to be closed may be closed once no more player avatars are in the region.


Conversely, if a number of players during a gameplay session exceeds a predetermined number (e.g., a higher or second threshold number), the map management engine may switch the state of one or more dynamic map objects (e.g., open a doorway, unblock a hallway, add/open a bridge, etc.) of the map to selectively open up additional regions of the map, thereby increasing the available playable space of the map.


In one implementation, a map may be dynamically modified in real-time, during gameplay, based on a trigger event associated with a change in a number of game players playing a particular player role. Player roles may, of course, differ based on the particular video game.


As a non-limiting example, a player role in a First-Person-Shooter game may comprise that of a sniper. During a gameplay session, if a number of players in the sniper role decreases to a number equal to or below a first (or lower) pre-determined threshold number, the map management engine may, as a result of the triggering event, add or provide ladders to (newly added or existing) sniper perches to the map or improve long-distance sight lines by removing occluding objects in order to incentivize players to switch to a sniper role to provide more balanced gameplay. In another example, the map may shrink or remove various map-based sniper advantages based on the inference that current players favor close-quarters gameplay.


By contrast, if a number of players in the sniper role increases during a gameplay session to a number equal to or above a second (or higher) pre-determined threshold number, the map management engine may, as a result of the triggering event, remove ladders and/or remove sniper perches and/or add occluding objects which reduce sight lines from the map in order to deter players from selecting the sniper role.


The types of static and/or dynamic map objects that may be added to or removed from (or be otherwise altered on) a map may differ based on the type and nature of various player roles in various video games.


In one implementation, a map may be dynamically modified in real-time, during gameplay, based on a trigger event associated with the pace or frequency of certain gameplay actions or events.


Referring once again to the example of a First-Person-Shooter game, excitement during gameplay may, for example, be based on the frequency of the occurrence of a particular event such as a firefight. As such, during a gameplay session, if the frequency of firefights decreases to a value equal to or below a first (or lower) pre-determined threshold value, the map management engine may, as a result of the triggering event, alter the area of playable space on the map by altering one or more of the map's boundary, static map object(s), and/or dynamic map object(s) to provide more opportunities for firefights and increase the pace of play.


By contrast, if the frequency of firefights increases during a gameplay session to a value equal to or above a second (or upper) pre-determined threshold value, the map management engine may, as a result of the triggering event, alter the area of playable space on the map by altering one or more of the map's boundary, static map object(s), and/or dynamic map object(s) to reduce the number of firefights and slow down the pace of play.


The various types of game actions or events that may be used as a triggering event may, of course, differ based on the particular video game.


In addition to the foregoing examples, a map may be dynamically modified in real-time, during gameplay, based on a trigger event associated with changes in other gameplay state information including, without limitation, types of matches (e.g., team death match, capture the flag, etc.), elapsed time or remaining time in a gameplay session, and/or other information related to a gameplay session.


These and other objects, features, and characteristics of the system and/or method disclosed herein, as well as the methods of operation and functions of the related objects of structure and the combination of parts and economies of manufacture, will become more apparent upon consideration of the following description and the appended claims with reference to the accompanying drawings, all of which form a part of this specification, wherein like reference numerals designate corresponding parts in the various figures. It is to be expressly understood, however, that the drawings are for the purpose of illustration and description only and are not intended as a definition of the limits of the invention. As used in the specification and in the claims, the singular form of “a”, “an”, and “the” include plural referents unless the context clearly dictates otherwise.





BRIEF DESCRIPTION OF THE DRAWINGS


FIG. 1A illustrates an exemplary system for providing dynamically variable maps in a video game, according to an aspect of the invention.



FIG. 1B illustrates an exemplary system for providing dynamically variable maps in a video game, according to an aspect of the invention.



FIG. 2A illustrates an exemplary system configuration in which a server hosts a plurality of computer devices to facilitate a multiplayer game, according to an aspect of the invention.



FIG. 2B illustrates an exemplary system configuration in which a plurality of networked servers communicate with one another to facilitate a multiplayer game, according to an aspect of the invention.



FIG. 2C illustrates an exemplary system configuration in which a plurality of computer devices are networked together to facilitate a multiplayer game, according to an aspect of the invention.



FIG. 3 depicts an exemplary illustration of a map that may be utilized in a gameplay session, according to an aspect of the invention.



FIGS. 4A-4C illustrate exemplary configurations of a map that may be utilized in a gameplay session, according to an aspect of the invention.



FIG. 5 depicts an exemplary flowchart of processing operations for providing dynamically variable maps in a video game, according to an aspect of the invention.





DETAILED DESCRIPTION OF THE INVENTION

The invention described herein relates to a system and method for providing dynamically variable maps in a video game.


Exemplary System Architecture



FIGS. 1A and 1B each depict an exemplary architecture of a system 100 which may include one or more computer systems 110, one or more servers 150, one or more databases 160, and/or other components, according to one implementation of the invention.



FIG. 1A illustrates an implementation in which server(s) 150 function as a host computer that hosts gameplay between other devices, such as computer system(s) 110.



FIG. 1B illustrates an implementation in which a given computer system 110 functions as a host computer that hosts gameplay between (or with) other devices, such as other computer system(s) 110. Unless specifically stated otherwise, the description of various system components may refer to either or both of FIGS. 1A and 1B.


Computer System 110


Computer system 110 may be configured as a gaming console, a handheld gaming device, a personal computer (e.g., a desktop computer, a laptop computer, etc.), a smartphone, a tablet computing device, and/or other device that can be used to interact with an instance of a video game.


Referring to FIG. 1B, computer system 110 may include one or more processors 112 (also interchangeably referred to herein as processors 112, processor(s) 112, or processor 112 for convenience), one or more storage devices 114 (which may store a map management application 120), one or more peripherals 140, and/or other components. Processors 112 may be programmed by one or more computer program instructions. For example, processors 112 may be programmed by map management application 120 and/or other instructions (such as gaming instructions used to instantiate the game).


Depending on the system configuration, map management application 120 (or portions thereof) may be part of a game application, which creates a game instance to facilitate gameplay. Alternatively or additionally, map management application 120 may run on a device such as a server 150.


Map management application 120 may include instructions that program computer system 110. The instructions may include, without limitation, a matchmaking engine 122, a map selection engine 124, a trigger detection engine 128, a map management engine 130, and/or other instructions 132 that program computer system 110 to perform various operations, each of which are described in greater detail herein. As used herein, for convenience, the various instructions will be described as performing an operation, when, in fact, the various instructions program the processors 112 (and therefore computer system 110) to perform the operation.


Peripherals 140


Peripherals 140 may be used to obtain an input (e.g., direct input, measured input, etc.) from a player. Peripherals 140 may include, without limitation, a game controller, a gamepad, a keyboard, a mouse, an imaging device such as a camera, a motion sensing device, a light sensor, a biometric sensor, and/or other peripheral device that can obtain an input from a player. Peripherals 140 may be coupled to a corresponding computer system 110 via a wired and/or wireless connection.


Server 150


Server 150 may include one or more computing devices.


Referring to FIG. 1A, server 150 may include one or more physical processors 152 (also interchangeably referred to herein as processors 152, processor(s) 152, or processor 152 for convenience) programmed by computer program instructions, one or more storage devices 154 (which may store a map management application 120), and/or other components. Processors 152 may be programmed by one or more computer program instructions. For example, processors 152 may be programmed by gaming instructions used to instantiate the game.


Depending on the system configuration, map management application 120 (or portions thereof) may be part of a game application, which creates a game instance to facilitate gameplay. Alternatively or additionally, portions or all of map management application 120 may run on computer system 110 or server 150.


Map management application 120 may include instructions that program server 150. The instructions may include, without limitation, a matchmaking engine 122, a map selection engine 124, a trigger detection engine 128, a map management engine 130, and/or other instructions 132 that program server 150 to perform various operations, each of which are described in greater detail herein. As used herein, for convenience, the various instructions will be described as performing an operation, when, in fact, the various instructions program the processors 152 (and therefore server 150) to perform the operation.


Although each is illustrated in FIGS. 1A and 1B as a single component, computer system 110 and server 150 may each include a plurality of individual components (e.g., computer devices) each programmed with at least some of the functions described herein. In this manner, some components of computer system 110 and/or server 150 may perform some functions while other components may perform other functions, as would be appreciated. Thus, either or both server 150 and computer system 100 may function as a host computer programmed by map management application 120. The one or more processors (112, 152) may each include one or more physical processors that are programmed by computer program instructions. The various instructions described herein are exemplary only, Other configurations and numbers of instructions may be used, so long as the processor(s) (112, 152) are programmed to perform the functions described herein.


Furthermore, it should be appreciated that although the various instructions are illustrated in FIG. 1 as being co-located within a single processing unit, in implementations in which processor(s) (112, 152) includes multiple processing units, one or more instructions may be executed remotely from the other instructions.


The description of the functionality provided by the different instructions described herein is for illustrative purposes, and is not intended to be limiting, as any of instructions may provide more or less functionality than is described. For example, one or more of the instructions may be eliminated, and some or all of its functionality may be provided by other ones of the instructions. As another example, processor(s) (112, 152) may be programmed by one or more additional instructions that may perform some or all of the functionality attributed herein to one of the instructions.


Storage Devices 114


The various instructions described herein may be stored in one or more storage devices, such as storage device (114, 154), which may comprise random access memory (RAM), read only memory (ROM), and/or other memory. The storage device may store the computer program instructions (e.g., the aforementioned instructions) to be executed by processor (112, 152) as well as data that may be manipulated by processor (112, 152). The storage device may comprise floppy disks, hard disks, optical disks, tapes, or other storage media for storing computer-executable instructions and/or data.


Network 102


The various components illustrated in FIG. 1 may be coupled to at least one other component via a network 102, which may include any one or more of, for instance, the Internet, an intranet, a PAN (Personal Area Network), a LAN (Local Area Network), a WAN (Wide Area Network), a SAN (Storage Area Network), a MAN (Metropolitan Area Network), a wireless network, a cellular communications network, a Public Switched Telephone Network, and/or other network.


In FIG. 1, as well as in other drawing Figures, different numbers of entities than those depicted may be used. Furthermore, according to various implementations, the components described herein may be implemented in hardware and/or software that configure hardware.


Databases 160


The various databases 160 described herein may be, include, or interface to, for example, an Oracle™ relational database sold commercially by Oracle Corporation. Other databases, such as Informix™, DB2 (Database 2) or other data storage, including file-based, or query formats, platforms, or resources such as OLAP (On Line Analytical Processing), SQL (Structured Query Language), a SAN (storage area network), Microsoft Access™ or others may also be used, incorporated, or accessed. The database may comprise one or more such databases that reside in one or more physical devices and in one or more physical locations. The database may store a plurality of types of data and/or files and associated data or file descriptions, administrative information, or any other data.


The foregoing system architecture is exemplary only and should not be viewed as limiting. Other system configurations may be used as well, as would be appreciated by those having skill in the art.


Exemplary Multiplayer System Configurations


As noted above, a multiplayer video game is a video game in which two or more players play in a gameplay session in a cooperative or adversarial relationship. Multiplayer video games have exploded in popularity due, in part, to services such as Microsoft's Xbox LIVE® and Sony's PlayStation Network® which enable garners all over the world to play with or against one another. Typically, when a player logs in to a game system or platform to play a multiplayer video game, the player may engage in a gameplay session in which he or she is matched with other players to play together (on the same team or as opponents).



FIG. 2A illustrates an exemplary system configuration 200A in which a server hosts a plurality of computer devices to facilitate a multiplayer game, according to an implementation of the invention. In one implementation, one or more servers 150 may host a number of computer systems 110 (illustrated as computer systems 110A, 110B, . . . , 110N) via network 102. Each computer system 110 may include one or more peripherals (illustrated as peripherals 140A, 140B, . . . , 140N). In this manner, one or more servers 150 may facilitate the gameplay of different players using different computer systems 110 and/or otherwise provide one or more operations of map management application 120 (illustrated in FIG. 1).


In some instances, a given server 150 may be associated with a proprietary gameplay network system, such as, without limitation, Microsoft's Xbox LIVE® and Sony's PlayStation Network®, and/or another type of gameplay network system. In this implementation, a given computer system 110 may be associated with a particular type of gaming console. Other types of computer systems 110 using other types of gameplay networks may be used as well.



FIG. 2B illustrates an exemplary system configuration 200B in which a plurality of computer systems 110 are networked together to facilitate a multiplayer game, according to an implementation of the invention. Any one or more of the computer devices 110 may serve as a host and/or otherwise provide one or more operations of map management application 120 (illustrated in FIG. 1).



FIG. 2C illustrates an exemplary system configuration 200C in which a computer system 110 is used by a plurality of users to facilitate a multiplayer game, according to an implementation of the invention. In an implementation, computer system 110 may be considered to host the multiplayer game and/or otherwise provide one or more operations of map management application 120 (illustrated in FIG. 1).


Referring to FIGS. 2A-2C, in an implementation, a host may facilitate the multiplayer game and/or perform other operations described herein. In an implementation, at least some of these operations may also or instead be performed by an individual computer system 110. Furthermore, the illustrated system configurations are exemplary only and should not be viewed as limiting in any way. Other system configurations may be used as well, as would be appreciated by those having skill in the art.


While aspects of the invention may be described with reference to multiplayer video games, it should be recognized that the features and functionality described herein are equally applicable to a single player video game.


Generating Matches


According to an aspect of the invention, matchmaking engine 122 may identify one or more players that are waiting to be matched, such as players whose in-game avatars are waiting in a virtual game lobby to join a gameplay session. The gameplay session may comprise any type of gameplay session including, without limitation, a real gameplay session and/or a practice gameplay session (e.g., associated with a “practice” or “training” mode of a game).


In one implementation, a player may be added to a gameplay session immediately if there is an opening. In another implementation, one or more gameplay sessions may be dynamically combined to create a single gameplay session involving the aggregate of all players in each of the original gameplay sessions. A gameplay session may be dynamically split to create two or more gameplay sessions, where a matchmaking engine may determine which players from the original sessions are grouped and placed into the resulting two or more gameplay sessions.


In one implementation, matchmaking engine 122 may generate one or more matches by grouping two or more of the identified players. The number of players placed in each match may depend on a number of players waiting to be matched, a number of players needed for a game session (e.g., a number of players needed to form a team or start a match), a number of players that can be accommodated by a game session, and/or other information. Different matches may include different combinations of different players, which may include different numbers of players.


Matchmaking engine 122 may use known or hereafter-developed matchmaking techniques to generate a match (e.g., interchangeably referred to herein as “matchmaking”) by grouping players in an effort to produce the most satisfying player experiences. Game profiles, player profiles, match variables, and other factors may be considered when generating matches.


Exemplary Map


According to one implementation of the invention, map selection engine 124 may select, generate, or otherwise obtain a map for a match of a gameplay session. FIG. 3 depicts an exemplary illustration of a map 300 that may be utilized in a gameplay session. Map 300 may comprise one or more map features (or attributes) including, for example, a map boundary (or perimeter) 304, one or more static map objects 306, and one or more dynamic map objects 308.


Map boundary 304 may define (in whole or in part) an area of playable space 302 available to one or more game players during a gameplay session. As described in greater detail below, map boundary 304 may be scalable (e.g., may expand or contract) or be otherwise altered during a gameplay session to change the area of playable space 302.


Examples of static map objects 306 may include, without limitation, objects that are typically stationary such as a building, a wall, furniture, a tree, a large boulder, a body of water, a mountain, etc. The type of static map objects 306 presented on map 300 may of course differ depending on the type of video game.


Dynamic map objects 308 are objects that may be movable from one position to another, or from one state to another. For instance, a vehicle (e.g., a race car, truck, spaceship, etc.) may comprise a dynamic map object 308. A door or drawbridge that is capable of being moved from an open position (or state) to a closed position (or state), or a river whose water level changes to make it passable or impassable, etc. may also comprise a dynamic map object 308. The type of dynamic map objects 308 presented on map 300 may differ depending on the type of video game. In some instances, a dynamic map object may be moved or manipulated to change the area of (or otherwise alter aspects of) playable space 302 (as described in greater detail below).


In certain implementations, some static map objects 306 may be considered dynamic map objects if they are capable of being (or are) moved or manipulated during gameplay. For example, a large boulder may comprise a static map object 306. However, the large boulder may also be considered a dynamic map object 308 if it is capable of being (or is) moved or manipulated by one or more characters or equipment during a gameplay session.


According to an aspect of the invention, one or more of boundary 304, static map object(s) 306, and/or dynamic map object(s) 308 may collectively comprise a configuration of playable space 302 available to players during a gameplay session. The configuration of available playable space 302 may therefore be altered during a gameplay session by changes to boundary 304, and/or the location, position, size, number, state, etc. of one or more of static map object(s) 306, and/or dynamic map object(s) 308.


As one non-limiting example, map 300 may comprise one or more regions 310 (e.g., region A, region B, region C, etc.). Map 300 may comprise a floor plan of a building, regions A-C may comprise separate rooms, dynamic map objects 308 may comprise doors, and static map objects 306 may comprise pieces of furniture. The total area of playable space 302 may comprise rooms A, B, and C if all of doors 308 are open, or are unlocked and capable of being opened. By contrast, doors 308 may be locked between rooms A and B, or rooms B and C. Accordingly, floor plan 300 may be dynamically configured or modified such that total area of playable space 302 comprises room A, room B, room C, rooms A and B, rooms B and C, or rooms A, B, and C. As yet another example, one or more pieces of furniture (or static map objects) 306 may be moved into a position to block an open door 308 such that the same effect is achieved as if door 308 were closed or locked.


As the foregoing clearly demonstrates, various configurations of playable space 302 may be achieved by dynamically modifying a single map 300.


In one implementation, as described in greater detail below, the configuration of the playable space 302 may be altered during a gameplay session by changes to boundary 304, and/or the location, position, size, number, state, etc. of one or more of static map object(s) 306, and/or dynamic map object(s) 308 based on trigger events that occur during gameplay.


Map Selection or Generation—Initial Configuration


As noted above, map selection engine 124 may select, generate, or otherwise obtain a map for a match of a gameplay session. For example, in some implementations, map selection engine 124 may select and retrieve one or more maps from among a collection of pre-generated maps stored, for instance, in database 160. Alternatively, map selection engine 124 may generate one or more maps, or dynamically modify one or more existing maps, in real-time (“on the fly”) for a gameplay session to change the playable space by altering one or more of the map's boundary, static map object(s), and/or dynamic map object(s), as described above.


In some implementations, a map (whether selected, generated, or modified) may have an initial (or first or beginning) configuration based on gameplay session information. Gameplay session information may describe various game characteristics of a gameplay session that may influence the quality of gameplay. For example, gameplay session information may include, without limitation, a number of players, a composition of teams (e.g., number and/or types of roles in each team), duration of gameplay (e.g., how long a given gameplay session is expected to last), types of matches (e.g., team death match, capture the flag, etc.), and/or other information related to a gameplay session. In another implementation, a map may be selected for a match randomly.


In other implementations, one or more players may select the map to be played in a match of the gameplay session. For instance, before the start of a match, one or more players may vote on the map to be used during the gameplay session.


Trigger Events & Trigger Event Detection During Gameplay


According to an aspect of the invention, once a gameplay session has commenced, gameplay may be monitored in real-time for the detection of a trigger event (e.g., by trigger detection engine 128, or other game logic) that may cause the map to be dynamically modified (from its initial configuration) in order to improve the gameplay experience.


Examples of trigger events may include, but are not limited to, a change in a number of players in the gameplay session (e.g., the number of players exceeds or falls below a predetermined threshold), a change in a number of game players playing a particular player role (e.g., a number of a certain type of player roles in a match exceeds or falls below a predetermined threshold), the pace or frequency of gameplay actions/events exceeding or falling below a predetermined threshold, the commencement of a competition or newly available mission that takes place in a map, an inference that one or more players are unhappy with the current configuration of a map or otherwise would prefer variety (e.g., by monitoring unexpected attrition/rage quitting, or through explicit in-game voting or other feedback), or a change in other gameplay information, among other examples.


As a non-limiting example, matchmaking engine 122 may match one or more players into a map being used in a current gameplay session. The addition of the one or more players may comprise the trigger event that results in the dynamic modification of the map.


According to an aspect of the invention, trigger events may be system-defined (e.g., defined by the game logic) or user-defined (e.g., through one or more user interfaces prior to the commencement of a gameplay session). It should be appreciated that trigger events may be different for different maps, different video games, and/or for different maps utilized in the same video game. In some implementations, a collection of defined trigger events may be accessed and selectively applied to individual maps. In other implementations, trigger events may be created or customized for particular maps. Various configurations may be implemented.


According to an aspect of the invention, when a trigger event is detected during gameplay (e.g., by trigger detection engine 128, or other game logic), a map may be dynamically modified (from its initial configuration) as described in detail below. In some implementations, depending on the type of trigger event, detection of the trigger event alone may be sufficient to dynamically modify the map. In other implementations, the gameplay event or action that produced (or resulted in) the triggering event must persist for a predetermined period of time (e.g., a modification waiting period) before the map is dynamically modified. This avoids changing the map frequently when near trigger thresholds, since players may find this confusing or disruptive depending on the game or map design.


In some instances, two or more trigger events may occur during gameplay (and be detected) at substantially the same time. For example, both a number of players and a number of player roles of a certain type may exceed a predetermined threshold at substantially the same time. In such an instance, either or both of the detected trigger events may result in a dynamic modification of the map. For example, in one implementation, the most significant trigger event, as defined by game logic or a user, may be used to dynamically modify a configuration of the map. In some implementations, the occurrence of multiple trigger events may reduce the waiting period to dynamically modify the map. For example, if one or more additional trigger events occur during the modification waiting period, the modification waiting period may be truncated. In other implementations, if two or more significant trigger events are detected within a predetermined (e.g., short) period of time, the dynamic map modification may occur immediately without a modification waiting period. Other configurations may be implemented.


Dynamic Map Modification


According to an aspect of the invention, when trigger detection engine 128 detects a trigger event, map management engine 130 may dynamically modify a configuration of the map to improve the gameplay experience based on the type of trigger event.


Dynamic modification of a map may comprise any one or more of the following:

    • altering the boundary (or perimeter) of the map by, for example, increasing or decreasing the boundary such that the boundary respectively defines a larger or smaller area of playable space, and/or opening up or closing (or otherwise altering) one or more portions of the boundary;
    • altering the location, position, size, number, state, etc. of one or more static map objects on the map;
    • altering the location, position, size, number, state, etc. of one or more dynamic map objects on the map;
    • scaling the entire map by increasing or decreasing the size of the map and its constituent objects (including any static map objects, dynamic map objects, virtual characters or avatars depicting players, etc.) to increase or decrease the area of available space, respectively;
    • adding or removing non-player characters (NPCs) or other artificial intelligence (AI) controlled avatars to the gameplay experience;
    • combining all or a portion of the map with all or a portion of one or more additional maps; and/or
    • modifying the attributes of existing map objects or terrain such that player interaction is fundamentally impacted. Examples may include making a river passable that was formerly impassable, or converting molten lava into cooling rock that can now be traversed without damaging a player's avatar. Regions of a map may also be modified (e.g., filled with water, lava, quick-sand, poisonous gas, poisonous swamps, etc.) to reduce or otherwise alter the playable space of the map without altering the boundary of the map.


As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration. Further, each detected trigger event that occurs during a gameplay session may cause map management engine 130 to dynamically modify a most recent (e.g, second) configuration of the map to a further modified (or new or third) configuration.


The following are illustrative and non-limiting examples of the various ways in which a map may be dynamically modified in real-time during gameplay in response to certain trigger events.


Number of Players


In one implementation, a map be dynamically modified in real-time, during gameplay, based on a trigger event associated with a change in a number of players in the gameplay session (e.g., the number of players exceeds or falls below a predetermined threshold).


As one example, if a number of players during a gameplay session falls below a predetermined number (e.g., a lower or first threshold), map management engine 130 may switch the state of one or more dynamic map objects (e.g., close a doorway, block a hallway, remove a bridge, etc.) of the map to selectively close off regions of the map, thereby decreasing the available playable space of the map. In this regard, the remaining players may be forced to play in a smaller area which may, depending on the nature of the game, increase encounters with other players to foster more exciting action and gameplay. In some implementations, when a region of a map is selectively closed off (or otherwise dynamically altered), player avatars may be transported out of the non-playable area to another area of the map (e.g., to a standard safe spawn site). Alternatively, player avatars may be spawned elsewhere after a death (or other game event), and the region of the map to be closed may be closed once no more player avatars are in the region.


Conversely, if a number of players during a gameplay session exceeds a predetermined number (e.g., a higher or second threshold number), map management engine 130 may switch the state of one or more dynamic map objects (e.g., open a doorway, unblock a hallway, add/open a bridge, etc.) of the map to selectively open up additional regions of the map, thereby increasing the available playable space of the map.


An example is illustrated in FIGS. 4A-4C. In particular, FIG. 4A depicts a map 400A in an initial configuration for a gameplay session of a multiplayer video game involving 16 players. As shown, map 400A includes, as playable space, regions A and B as dynamic map objects 408 are in an open state.


During gameplay, upon detection that the number of players in the gameplay session has decreased from 16 players to a number equal to or below a first (or lower) pre-determined threshold number (e.g., 8 players), map management engine 130 may, as a result of the triggering event, switch dynamic map objects 408 to a closed state (or remove them altogether), thereby reducing the available playable space of the map to comprise only Region B as shown in map 400B of FIG. 4B (in a second configuration of the map).


By contrast, during gameplay, upon detection that the number of players in the gameplay session has increased from 16 players to a number equal to or above a second (or upper) pre-determined threshold number (e.g., 20 players), map management engine 130 may, as a result of the triggering event, switch dynamic map objects 408 to an open state (and/or add new dynamic map objects), thereby increasing the available playable space of the map to comprise Regions A, B, and C as shown in map 400C of FIG. 4C (in a second configuration of the map).


In this regard, the map may by dynamically modified in real-time during a gameplay session such that various configurations of the map (such as those illustrated in FIGS. 4A, 4B, & 4C) may be made available to players based on trigger events that occur during gameplay.


In one implementation, the gameplay session (which players may join or leave in progress) may comprise an unbounded gameplay session such as that disclosed in co-pending, and concurrently filed, U.S. patent application Ser. No. 14/712,387, entitled “System and Method for Providing Continuous Gameplay in a Multiplayer Video Game Through an Unbounded Gameplay Session”, which is hereby incorporated by reference herein in its entirety.


Types of Player Roles


In one implementation, a map may be dynamically modified in real-time, during gameplay, based on a trigger event associated with a change in a number of game players playing a particular player role. Player roles may, of course, differ based on the particular video game.


As a non-limiting example, a player role in a First-Person-Shooter game may comprise that of a sniper. During a gameplay session, if a number of players in the sniper role decreases to a number equal to or below a first (or lower) pre-determined threshold number, map management engine 130 may, as a result of the triggering event, add or provide ladders to (newly added or existing) sniper perches to the map or improve long-distance sight lines by removing occluding objects in order to incentivize players switch to a sniper role to provide more balanced gameplay. In another example, the map may shrink or remove various map-based sniper advantages based on an inference that current players favor close-quarters gameplay.


By contrast, if a number of players in the sniper role increases during a gameplay session to a number equal to or above a second (or higher) pre-determined threshold number, map management engine 130 may, as a result of the triggering event, remove ladders and/or remove sniper perches and/or add occluding objects which reduce sight lines from the map in order to deter players from selecting the sniper role.


The types of static and/or dynamic map objects that may be added to or removed from (or be otherwise altered on) a map may differ based on the type and nature of various player roles in various video games.


Pace or Frequency of Gameplay Actions/Events


In one implementation, a map may be dynamically modified in real-time, during gameplay, based on a trigger event associated with the pace or frequency of certain gameplay actions or events.


Returning back to the non-limiting example of a First-Person-Shooter game, excitement during gameplay may, for example, be based on the frequency of the occurrence of a particular event such as a firefight. As such, during a gameplay session, if the frequency of firefights decreases to a value equal to or below a first (or lower) pre-determined threshold value, map management engine 130 may, as a result of the triggering event, alter the area of playable space on the map by altering one or more of the map's boundary, static map object(s), and/or dynamic map object(s) to provide more opportunities for firefights and increase the pace of play.


By contrast, if the frequency of firefights increases during a gameplay session to a value equal to or above a second (or upper) pre-determined threshold value, map management engine 130 may, as a result of the triggering event, alter the area of playable space on the map by altering one or more of the map's boundary, static map object(s), and/or dynamic map object(s) to reduce the number of firefights and slow down the pace of play.


The various types of game actions or events that may be used as a triggering event may, of course, differ based on the particular video game.


Gameplay State Information


In addition to the foregoing examples, a map may be dynamically modified in real-time, during gameplay, based on a trigger event associated with changes in other gameplay state information including, without limitation, types of matches (e.g., team death match, capture the flag, etc.), elapsed time or remaining time in a gameplay session, and/or other information related to a gameplay session. For example, in some implementations, if the elapsed time of a gameplay session reaches a predetermined threshold, a map may be dynamically modified in any one or more of the manners described herein for variety. Numerous configurations may be implemented.


Exemplary Flowchart



FIG. 5 depicts an exemplary flowchart 500 of processing operations for providing dynamically variable maps in a video game, according to an aspect of the invention. The various processing operations and/or data flows depicted in FIG. 5 are described in greater detail herein. The described operations may be accomplished using some or all of the system components described in detail above and, in some implementations, various operations may be performed in different sequences and various operations may be omitted. Additional operations may be performed along with some or all of the operations shown in the depicted flow diagrams. One or more operations may be performed simultaneously. Accordingly, the operations as illustrated (and described in greater detail below) are exemplary by nature and, as such, should not be viewed as limiting.


In an operation 502, one or more trigger events may be defined. Trigger events may be system-defined (e.g., defined by the game logic) or user-defined (e.g., through one or more user interfaces prior to the commencement of a gameplay session). It should be appreciated that trigger events may be different for different maps, different video games, and/or for different maps utilized in the same video game. Examples of trigger events may include, but are not limited to, a change in a number of players in the gameplay session (e.g., the number of players exceeds or falls below a predetermined threshold), a change in a number of game players playing a particular player role (e.g., a number of a certain type of player roles in a match exceeds or falls below a predetermined threshold), the pace or frequency of gameplay actions/events exceeding or falling below a predetermined threshold, the commencement of a competition or newly available mission that takes place in a map, an inference that one or more players are unhappy with the current configuration of a map or otherwise would prefer variety (e.g., by monitoring unexpected attrition/rage quitting, or through explicit in-game voting or other feedback), or a change in other gameplay information, among other examples.


In an operation 504, one or more players, such as players whose in-game avatars are waiting in a virtual game lobby to join a gameplay session, may be matched. In one implementation, a matching engine may use known or hereafter-developed matchmaking techniques to generate a match by grouping players in an effort to produce the most satisfying player experiences. Game profiles, player profiles, match variables, and other factors may be considered when generating matches.


In an operation 506, a map selection engine may select, generate, or otherwise obtain a map for a match of a gameplay session. In some implementations, one or more maps may be selected and retrieved from among a collection of pre-generated maps stored, for instance, in one or more databases. Alternatively, the map selection engine may generate one or more maps, or dynamically modify one or more existing maps, in real-time (“on the fly”) for a gameplay session to change the playable space by altering one or more of the map's boundary, static map object(s), and/or dynamic map object(s).


In some implementations, a map (whether selected, generated, or modified) may have an initial (or first or beginning) configuration based on gameplay session information. Gameplay session information may describe various game characteristics of a gameplay session that may influence the quality of gameplay. For example, gameplay session information may include, without limitation, a number of players, a composition of teams (e.g., number and/or types of roles in each team), duration of gameplay (e.g., how long a given gameplay session is expected to last), types of matches (e.g., team death match, capture the flag, etc.), and/or other information related to a gameplay session. In another implementation, a map may be selected for a match randomly.


In yet other implementations, one or more players may select the map to be played in a match of the gameplay session. For instance, before the start of a match, one or more players may vote on the map to be used during the gameplay session.


In an operation 508, a gameplay session may commence. The gameplay session may comprise any type of gameplay session including, without limitation, a real gameplay session and/or a practice gameplay session (e.g., associated with a “practice” or “training” mode of a game).


In an operation 510, gameplay may be monitored in real-time for the detection of a trigger event (e.g., by a trigger detection engine, or other game logic).


If no trigger event is detected in operation 510, a determination may be made as to whether the gameplay session should continue. If so, processing may resume at operation 508. If not, the gameplay session may terminate in an operation 516.


If a trigger event is detected in operation 510, the map (provided in operation 506) may be dynamically modified (from its initial configuration) in an operation 512.


In operation 512, a map management engine may dynamically modify a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise any one or more of: altering the boundary (or perimeter) of the map by, for example, increasing or decreasing the boundary such that the boundary respectively defines a larger or smaller area of playable space, and/or opening up or closing (or otherwise altering) one or more portions of the boundary; altering the location, position, size, number, state, etc. of one or more static map objects on the map; altering the location, position, size, number, state, etc. of one or more dynamic map objects on the map; scaling the entire map by increasing or decreasing the size of the map and its constituent objects (including any static map objects, dynamic map objects, virtual characters or avatars depicting players, etc.) to increase or decrease the area of available space, respectively; adding or removing non-player characters (NPC) or other artificial intelligence (AI) controlled avatars to the gameplay experience; combining all or a portion of the map with all or a portion of one or more additional maps; and/or modifying the attributes of existing map objects or terrain such that player interaction is fundamentally impacted.


As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration. Gameplay may then continue in operation 508.


Other implementations, uses and advantages of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. The specification should be considered exemplary only, and the scope of the invention is accordingly intended to be limited only by the following claims.

Claims
  • 1. A computer-implemented method of providing a dynamically variable map in a multiplayer video game, the method being implemented in a host computer system having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the host computer system to perform the method, the method comprising: obtaining, by the host computer system, a map for use in a gameplay session, the map having a first configuration defining a first virtual area available to each of a plurality of players participating in the gameplay session;detecting, by the host computer system, an occurrence of a trigger event during the gameplay session, wherein the trigger event comprises a total number of players in the gameplay session falling below a predetermined threshold; anddynamically modifying the map to a second configuration, by the host computer system, responsive to detection of the trigger event, wherein the second configuration defines a second virtual area available to the players remaining in the gameplay session and wherein the second virtual area is smaller than the first virtual area.
  • 2. The method of claim 1, wherein modifying the map to a second configuration comprises dynamically modifying one or more attributes of the map during the gameplay session to decrease an available playable space of the map.
  • 3. The method of claim 2, wherein an attribute of the map comprises a map boundary.
  • 4. The method of claim 2, wherein an attribute of the map comprises a static map object.
  • 5. The method of claim 2, wherein an attribute of the map comprises a dynamic map object.
  • 6. A system for providing a dynamically variable map in a multiplayer video game, the system comprising: a host computer system comprising one or more physical processors programmed with one or more computer program instructions which, when executed, programs the host computer system to: obtain a map for use in a gameplay session, the map having a first configuration defining a first virtual area available to each of a plurality of players participating in the gameplay session;detect an occurrence of a trigger event during the gameplay session, wherein the trigger event comprises a total number of players in the gameplay session falling below a predetermined threshold; anddynamically modify the map to a second configuration during the gameplay session, responsive to detection of the trigger event, wherein the second configuration defines a second virtual area available to the players remaining in the gameplay session and wherein the second virtual area is smaller than the first virtual area.
  • 7. The system of claim 6, wherein the host computer system is further programmed to modify the map to a second configuration by: dynamically modifying one or more attributes of the map during the gameplay session to decrease an available playable space of the map.
  • 8. The system of claim 7, wherein an attribute of the map comprises a map boundary.
  • 9. The system of claim 7, wherein an attribute of the map comprises a static map object.
  • 10. The system of claim 7, wherein an attribute of the map comprises a dynamic map object.
  • 11. The system of claim 6 further comprising a map management engine in the host computer configured to dynamically modify one or more attributes of the map.
  • 12. A computer program product for providing a dynamically variable map in a multiplayer video game, the computer program product comprising: one or more tangible, non-transitory computer-readable storage devices;program instructions, stored on at least one of the one or more tangible, non-transitory computer-readable tangible storage devices that, when executed, programs a host computer to: obtain a map for use in a gameplay session, the map having a first configuration defining a first virtual area available to each of a plurality of players participating in the gameplay session;detect an occurrence of a trigger event during the gameplay session, wherein the trigger event comprises a total number of players in the gameplay session falling below a predetermined threshold; anddynamically modify the map during the gameplay session to a second configuration, responsive to detection of the trigger event, wherein the second configuration defines a second virtual area available to the players remaining in the gameplay session and wherein the second virtual area is smaller than the first virtual area.
  • 13. The method of claim 12 wherein dynamically modifying the map to a second configuration is performed by a map management engine in the host computer system.
  • 14. The system of claim 12, wherein an attribute of the map comprises at least one of a map boundary, a static map object, or a dynamic map object.
US Referenced Citations (295)
Number Name Date Kind
4129859 Iwamura Dec 1978 A
4442495 Sukonick Apr 1984 A
4533910 Sukonick Aug 1985 A
4642790 Minshull Feb 1987 A
4796201 Wake Jan 1989 A
4831556 Oono May 1989 A
4860217 Sasaki Aug 1989 A
5148154 MacKay Sep 1992 A
5303388 Kreitman Apr 1994 A
5392388 Gibson Feb 1995 A
5412768 Ozaki May 1995 A
5422987 Yamada Jun 1995 A
5446833 Miller Aug 1995 A
5454371 Fenster Oct 1995 A
5463729 Kitaguchi Oct 1995 A
5511157 Wang Apr 1996 A
5530796 Wang Jun 1996 A
5561736 Moore Oct 1996 A
5563946 Cooper Oct 1996 A
5685775 Bakoglu Nov 1997 A
5706507 Schloss Jan 1998 A
5708764 Borrel Jan 1998 A
5736985 Lection Apr 1998 A
5737416 Cooper Apr 1998 A
5745678 Herzberg Apr 1998 A
5768511 Galvin Jun 1998 A
5825877 Dan Oct 1998 A
5835692 Cragun Nov 1998 A
5878233 Schloss Mar 1999 A
5883628 Mullaly Mar 1999 A
5900879 Berry May 1999 A
5903266 Berstis May 1999 A
5903271 Bardon May 1999 A
5911045 Leyba Jun 1999 A
5920325 Morgan Jul 1999 A
5923324 Berry Jul 1999 A
5964660 James Oct 1999 A
5969724 Berry Oct 1999 A
5977979 Clough Nov 1999 A
5990888 Blades Nov 1999 A
6014145 Bardon Jan 2000 A
6025839 Schell Feb 2000 A
6059842 Dumarot May 2000 A
6069632 Mullaly May 2000 A
6081270 Berry Jun 2000 A
6081271 Bardon Jun 2000 A
6091410 Lection Jul 2000 A
6094196 Berry Jul 2000 A
6098056 Rusnak Aug 2000 A
6104406 Berry Aug 2000 A
6111581 Berry Aug 2000 A
6134588 Guenthner Oct 2000 A
6144381 Lection Nov 2000 A
6148328 Cuomo Nov 2000 A
6185614 Cuomo Feb 2001 B1
6201881 Masuda Mar 2001 B1
6222551 Schneider Apr 2001 B1
6271842 Bardon Aug 2001 B1
6271843 Lection Aug 2001 B1
6282547 Hirsch Aug 2001 B1
6311206 Malkin Oct 2001 B1
6334141 Varma Dec 2001 B1
6336134 Varma Jan 2002 B1
6337700 Kinoe Jan 2002 B1
6353449 Gregg Mar 2002 B1
6356297 Cheng Mar 2002 B1
6411312 Sheppard Jun 2002 B1
6426757 Smith Jul 2002 B1
6445389 Bossen Sep 2002 B1
6452593 Challener Sep 2002 B1
6462760 Cox, Jr. Oct 2002 B1
6469712 Hilpert, Jr. Oct 2002 B1
6473085 Brock Oct 2002 B1
6499053 Marquette Dec 2002 B1
6505208 Kanevsky Jan 2003 B1
6525731 Suits Feb 2003 B1
6549933 Barrett Apr 2003 B1
6567109 Todd May 2003 B1
6618751 Challenger Sep 2003 B1
RE38375 Herzberg Dec 2003 E
6657617 Paolini Dec 2003 B2
6657642 Bardon Dec 2003 B1
6684255 Martin Jan 2004 B1
6717600 Dutta Apr 2004 B2
6734884 Berry May 2004 B1
6765596 Lection Jul 2004 B2
6781607 Benham Aug 2004 B1
6819669 Rooney Nov 2004 B2
6832239 Kraft Dec 2004 B1
6836480 Basso Dec 2004 B2
6886026 Hanson Apr 2005 B1
6948168 Kuprionas Sep 2005 B1
RE38865 Dumarot Nov 2005 E
6993596 Hinton Jan 2006 B2
7028296 Irfan Apr 2006 B2
7062533 Brown Jun 2006 B2
7143409 Herrero Nov 2006 B2
7209137 Brokenshire Apr 2007 B2
7230616 Taubin Jun 2007 B2
7249123 Elder Jul 2007 B2
7263511 Bodin Aug 2007 B2
7287053 Bodin Oct 2007 B2
7305438 Christensen Dec 2007 B2
7308476 Mannaru Dec 2007 B2
7404149 Fox Jul 2008 B2
7426538 Bodin Sep 2008 B2
7427980 Partridge Sep 2008 B1
7428588 Berstis Sep 2008 B2
7429987 Leah Sep 2008 B2
7436407 Doi Oct 2008 B2
7439975 Hsu Oct 2008 B2
7443393 Shen Oct 2008 B2
7447996 Cox Nov 2008 B1
7467181 McGowan Dec 2008 B2
7475354 Guido Jan 2009 B2
7478127 Creamer Jan 2009 B2
7484012 Hinton Jan 2009 B2
7503007 Goodman Mar 2009 B2
7506264 Polan Mar 2009 B2
7515136 Kanevsky Apr 2009 B1
7525964 Astley Apr 2009 B2
7552177 Kessen Jun 2009 B2
7565650 Bhogal Jul 2009 B2
7571224 Childress Aug 2009 B2
7571389 Broussard Aug 2009 B2
7580888 Ur Aug 2009 B2
7596596 Chen Sep 2009 B2
7640587 Fox Dec 2009 B2
7667701 Leah Feb 2010 B2
7698656 Srivastava Apr 2010 B2
7702784 Berstis Apr 2010 B2
7714867 Doi May 2010 B2
7719532 Schardt May 2010 B2
7719535 Tadokoro May 2010 B2
7734691 Creamer Jun 2010 B2
7737969 Shen Jun 2010 B2
7743095 Goldberg Jun 2010 B2
7747679 Galvin Jun 2010 B2
7765478 Reed Jul 2010 B2
7768514 Pagan Aug 2010 B2
7773087 Fowler Aug 2010 B2
7774407 Daly Aug 2010 B2
7782318 Shearer Aug 2010 B2
7792263 D Amora Sep 2010 B2
7792801 Hamilton, II Sep 2010 B2
7796128 Radzikowski Sep 2010 B2
7808500 Shearer Oct 2010 B2
7814152 McGowan Oct 2010 B2
7827318 Hinton Nov 2010 B2
7843471 Doan Nov 2010 B2
7844663 Boutboul Nov 2010 B2
7847799 Taubin Dec 2010 B2
7856469 Chen Dec 2010 B2
7873485 Castelli Jan 2011 B2
7882222 Dolbier Feb 2011 B2
7882243 Ivory Feb 2011 B2
7884819 Kuesel Feb 2011 B2
7886045 Bates Feb 2011 B2
7890623 Bates Feb 2011 B2
7893936 Shearer Feb 2011 B2
7904829 Fox Mar 2011 B2
7921128 Hamilton, II Apr 2011 B2
7940265 Brown May 2011 B2
7945620 Bou-Ghannam May 2011 B2
7945802 Hamilton, II May 2011 B2
7970837 Lyle Jun 2011 B2
7970840 Cannon Jun 2011 B2
7985138 Acharya Jul 2011 B2
7990387 Hamilton, II Aug 2011 B2
7996164 Hamilton, II Aug 2011 B2
8001161 Finn Aug 2011 B2
8004518 Fowler Aug 2011 B2
8005025 Bodin Aug 2011 B2
8006182 Bates Aug 2011 B2
8013861 Hamilton, II Sep 2011 B2
8018453 Fowler Sep 2011 B2
8018462 Bhogal Sep 2011 B2
8019797 Hamilton, II Sep 2011 B2
8019858 Bauchot Sep 2011 B2
8022948 Garbow Sep 2011 B2
8022950 Brown Sep 2011 B2
8026913 Garbow Sep 2011 B2
8028021 Reisinger Sep 2011 B2
8028022 Brownholtz Sep 2011 B2
8037416 Bates Oct 2011 B2
8041614 Bhogal Oct 2011 B2
8046700 Bates Oct 2011 B2
8051462 Hamilton, II Nov 2011 B2
8055656 Cradick Nov 2011 B2
8056121 Hamilton, II Nov 2011 B2
8057307 Berstis Nov 2011 B2
8062130 Smith Nov 2011 B2
8063905 Brown Nov 2011 B2
8070601 Acharya Dec 2011 B2
8082245 Bates Dec 2011 B2
8085267 Brown Dec 2011 B2
8089481 Shearer Jan 2012 B2
8092288 Theis Jan 2012 B2
8095881 Reisinger Jan 2012 B2
8099338 Betzler Jan 2012 B2
8099668 Garbow Jan 2012 B2
8102334 Brown Jan 2012 B2
8103640 Lo Jan 2012 B2
8103959 Cannon Jan 2012 B2
8105165 Karstens Jan 2012 B2
8108774 Finn Jan 2012 B2
8113959 De Judicibus Feb 2012 B2
8117551 Cheng Feb 2012 B2
8125485 Brown Feb 2012 B2
8127235 Haggar Feb 2012 B2
8127236 Hamilton, II Feb 2012 B2
8128487 Hamilton, II Mar 2012 B2
8131740 Cradick Mar 2012 B2
8132235 Bussani Mar 2012 B2
8134560 Bates Mar 2012 B2
8139060 Brown Mar 2012 B2
8139780 Shearer Mar 2012 B2
8140340 Bhogal Mar 2012 B2
8140620 Creamer Mar 2012 B2
8140978 Betzler Mar 2012 B2
8140982 Hamilton, II Mar 2012 B2
8145676 Bhogal Mar 2012 B2
8145725 Dawson Mar 2012 B2
8149241 Do Apr 2012 B2
8151191 Nicol, II Apr 2012 B2
8156184 Kurata Apr 2012 B2
8165350 Fuhrmann Apr 2012 B2
8171407 Huang May 2012 B2
8171408 Dawson May 2012 B2
8171559 Hamilton, II May 2012 B2
8174541 Greene May 2012 B2
8176421 Dawson May 2012 B2
8176422 Bergman May 2012 B2
8184092 Cox May 2012 B2
8184116 Finn May 2012 B2
8185450 McVey May 2012 B2
8185829 Cannon May 2012 B2
8187067 Hamilton, II May 2012 B2
8199145 Hamilton, II Jun 2012 B2
8203561 Carter Jun 2012 B2
8214335 Hamilton, II Jul 2012 B2
8214433 Dawson Jul 2012 B2
8214750 Hamilton, II Jul 2012 B2
8214751 Dawson Jul 2012 B2
8217953 Comparan Jul 2012 B2
8219616 Dawson Jul 2012 B2
8230045 Kawachiya Jul 2012 B2
8230338 Dugan Jul 2012 B2
8233005 Finn Jul 2012 B2
8234234 Shearer Jul 2012 B2
8234579 Do Jul 2012 B2
8239775 Beverland Aug 2012 B2
8241131 Bhogal Aug 2012 B2
8245241 Hamilton, II Aug 2012 B2
8245283 Dawson Aug 2012 B2
8265253 D Amora Sep 2012 B2
8310497 Comparan Nov 2012 B2
8334871 Hamilton, II Dec 2012 B2
8360886 Karstens Jan 2013 B2
8364804 Childress Jan 2013 B2
8425326 Chudley Apr 2013 B2
8442946 Hamilton, II May 2013 B2
8506372 Chudley Aug 2013 B2
8514249 Hamilton, II Aug 2013 B2
8554841 Kurata Oct 2013 B2
8607142 Bergman Dec 2013 B2
8607356 Hamilton, II Dec 2013 B2
8624903 Hamilton, II Jan 2014 B2
8626836 Dawson Jan 2014 B2
8692835 Hamilton, II Apr 2014 B2
8721412 Chudley May 2014 B2
8827816 Bhogal Sep 2014 B2
8838640 Bates Sep 2014 B2
8849917 Dawson Sep 2014 B2
8911296 Chudley Dec 2014 B2
8992316 Smith Mar 2015 B2
9083654 Dawson Jul 2015 B2
9152914 Haggar Oct 2015 B2
9205328 Bansi Dec 2015 B2
9286731 Hamilton, II Mar 2016 B2
9299080 Dawson Mar 2016 B2
9364746 Chudley Jun 2016 B2
9525746 Bates Dec 2016 B2
9583109 Kurata Feb 2017 B2
9682324 Bansi Jun 2017 B2
9764244 Bansi Sep 2017 B2
9789406 Marr Oct 2017 B2
9808722 Kawachiya Nov 2017 B2
20040255040 Lopes Dec 2004 A1
20090113448 Smith Apr 2009 A1
20090149261 Chen Jun 2009 A1
20120124189 Haggar May 2012 A1
20140038708 Davison Feb 2014 A1
20140344725 Bates Nov 2014 A1
20160191671 Dawson Jun 2016 A1
Foreign Referenced Citations (77)
Number Date Country
768367 Mar 2004 AU
2005215048 Oct 2011 AU
2143874 Jun 2000 CA
2292678 Jul 2005 CA
2552135 Jul 2013 CA
1334650 Feb 2002 CN
1202652 Oct 2002 CN
1141641 Mar 2004 CN
1494679 May 2004 CN
1219384 Sep 2005 CN
1307544 Mar 2007 CN
100407675 Jul 2008 CN
100423016 Oct 2008 CN
100557637 Nov 2009 CN
101001678 May 2010 CN
101436242 Dec 2010 CN
101801482 Dec 2014 CN
668583 Aug 1995 EP
0627728 Sep 2000 EP
0717337 Aug 2001 EP
0679977 Oct 2002 EP
0679978 Mar 2003 EP
0890924 Sep 2003 EP
1377902 Aug 2004 EP
0813132 Jan 2005 EP
1380133 Mar 2005 EP
1021021 Sep 2005 EP
0930584 Oct 2005 EP
0883087 Aug 2007 EP
1176828 Oct 2007 EP
2076888 Jul 2015 EP
2339938 Oct 2002 GB
2352154 Jul 2003 GB
3033956 Apr 2000 JP
3124916 Jan 2001 JP
3177221 Jun 2001 JP
3199231 Aug 2001 JP
3210558 Sep 2001 JP
3275935 Feb 2002 JP
3361745 Jan 2003 JP
3368188 Jan 2003 JP
3470955 Sep 2003 JP
3503774 Dec 2003 JP
3575598 Jul 2004 JP
3579823 Jul 2004 JP
3579154 Oct 2004 JP
3701773 Oct 2005 JP
3777161 Mar 2006 JP
3914430 Feb 2007 JP
3942090 Apr 2007 JP
3962361 May 2007 JP
4009235 Sep 2007 JP
4225376 Dec 2008 JP
4653075 Dec 2010 JP
5063698 Aug 2012 JP
5159375 Mar 2013 JP
5352200 Nov 2013 JP
5734566 Jun 2015 JP
117864 Aug 2004 MY
55396 Dec 1998 SG
200836091 Sep 2008 TW
200937926 Sep 2009 TW
201002013 Jan 2010 TW
201009746 Mar 2010 TW
201024997 Jul 2010 TW
201028871 Aug 2010 TW
2002073457 Sep 2002 WO
20020087156 Oct 2002 WO
2004086212 Oct 2004 WO
2005079538 Sep 2005 WO
2007101785 Sep 2007 WO
2008037599 Apr 2008 WO
2008074627 Jun 2008 WO
2008095767 Aug 2008 WO
2009037257 Mar 2009 WO
2009104564 Aug 2009 WO
2010096738 Aug 2010 WO
Non-Patent Literature Citations (2)
Entry
Wikipedia: Minecraft, May 12, 2014, <https://en.wikipedia.org/w/index.php?title=Minecraft&oldid=608156811>.
Office Action dated Dec. 26, 2017 for U.S. Appl. No. 15/354,406.
Related Publications (1)
Number Date Country
20160332074 A1 Nov 2016 US