Patents by Inventor Glenn Arne Karlsen

Glenn Arne Karlsen has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Patent number: 11845005
    Abstract: A system and method optimizes game quality by matching players for an online game to one of several virtual games. This matching process may involve filtering the players who wish to play according to various constraint minimizing criteria, packing the players into one or more virtual games to optimize game quality factors of the virtual games, and then instantiating the virtual games to actual online games played by the players. The game packing process may be iterative and may involve adding a new player into a virtual game. Game quality factor (GQF) values prior to and after the placement of the new player in the virtual game may be compared. The comparison of the GQF values may be used, at least in part to determine whether the new player is to remain in the virtual game. Various criteria may be considered in instantiating a virtual game.
    Type: Grant
    Filed: July 26, 2021
    Date of Patent: December 19, 2023
    Assignee: Electronic Arts Inc.
    Inventors: Glenn Arne Karlsen, Mark Ryan Waller, Yaacov Trakhtenberg
  • Publication number: 20210346800
    Abstract: A system and method optimizes game quality by matching players for an online game to one of several virtual games. This matching process may involve filtering the players who wish to play according to various constraint minimizing criteria, packing the players into one or more virtual games to optimize game quality factors of the virtual games, and then instantiating the virtual games to actual online games played by the players. The game packing process may be iterative and may involve adding a new player into a virtual game. Game quality factor (GQF) values prior to and after the placement of the new player in the virtual game may be compared. The comparison of the GQF values may be used, at least in part to determine whether the new player is to remain in the virtual game. Various criteria may be considered in instantiating a virtual game.
    Type: Application
    Filed: July 26, 2021
    Publication date: November 11, 2021
    Applicant: Electronic Arts Inc.
    Inventors: Glenn Arne Karlsen, Mark Ryan Waller, Yaacov Trakhtenberg
  • Patent number: 11103788
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.
    Type: Grant
    Filed: October 24, 2019
    Date of Patent: August 31, 2021
    Assignee: Electronic Arts Inc.
    Inventors: Jesse Alan Labate, Mark Ryan Waller, Glenn Arne Karlsen
  • Patent number: 11071909
    Abstract: A system and method optimizes game quality by matching players for an online game to one of several virtual games. This matching process may involve filtering the players who wish to play according to various constraint minimizing criteria, packing the players into one or more virtual games to optimize game quality factors of the virtual games, and then instantiating the virtual games to actual online games played by the players. The game packing process may be iterative and may involve adding a new player into a virtual game. Game quality factor (GQF) values prior to and after the placement of the new player in the virtual game may be compared. The comparison of the GQF values may be used, at least in part to determine whether the new player is to remain in the virtual game. Various criteria may be considered in instantiating a virtual game.
    Type: Grant
    Filed: March 19, 2018
    Date of Patent: July 27, 2021
    Assignee: Electronic Arts Inc.
    Inventors: Glenn Arne Karlsen, Yaacov Trakhtenberg, Mark Ryan Waller
  • Publication number: 20200054950
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.
    Type: Application
    Filed: October 24, 2019
    Publication date: February 20, 2020
    Applicant: Electronic Arts, Inc.
    Inventors: Jesse Alan Labate, Mark Ryan Waller, Glenn Arne Karlsen
  • Patent number: 10549200
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.
    Type: Grant
    Filed: March 8, 2018
    Date of Patent: February 4, 2020
    Assignee: Electronic Arts, Inc.
    Inventors: Jesse Alan Labate, Mark Ryan Waller, Glenn Arne Karlsen
  • Publication number: 20190282899
    Abstract: A system and method optimizes game quality by matching players for an online game to one of several virtual games. This matching process may involve filtering the players who wish to play according to various constraint minimizing criteria, packing the players into one or more virtual games to optimize game quality factors of the virtual games, and then instantiating the virtual games to actual online games played by the players. The game packing process may be iterative and may involve adding a new player into a virtual game. Game quality factor (GQF) values prior to and after the placement of the new player in the virtual game may be compared. The comparison of the GQF values may be used, at least in part to determine whether the new player is to remain in the virtual game. Various criteria may be considered in instantiating a virtual game.
    Type: Application
    Filed: March 19, 2018
    Publication date: September 19, 2019
    Applicant: Electronic Arts, Inc.
    Inventors: Glenn Arne Karlsen, Yaacov Trakhtenberg, Mark Ryan Waller
  • Publication number: 20190275431
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.
    Type: Application
    Filed: March 8, 2018
    Publication date: September 12, 2019
    Applicant: Electronic Arts, Inc.
    Inventors: Jesse Alan Labate, Mark Ryan Waller, Glenn Arne Karlsen
  • Patent number: 9332037
    Abstract: According to at least one embodiment of the invention, a protocol for managing redundant signaling links to form a reliable signaling connection is provided. The protocol has an initialization phase, in which the availability of signaling links is determined and an available signaling link is selected and activated, followed by an operational phase in which the activated link is used for sending signaling messages for a higher-level protocol. During the operational phase both links are monitored for availability using a query and reply technique. Should either link fail, a status message is sent to the remaining available link along with an activity switchover being performed, as required, depending on whether the failed link was the active link.
    Type: Grant
    Filed: March 26, 2003
    Date of Patent: May 3, 2016
    Assignee: Alcatel Lucent
    Inventors: Balachandar S. Gettala, Michael Jhu, Michael Roberts, Henri R. Vandette, Glenn Arne Karlsen, Jim Hurd, Gerry Dubois, James A. Stanton, Jr., Suryaram Alladi
  • Publication number: 20040042485
    Abstract: According to at least one embodiment of the invention, a protocol for managing redundant signaling links to form a reliable signaling connection is provided. The protocol has an initialization phase, in which the availability of signaling links is determined and an available signaling link is selected and activated, followed by an operational phase in which the activated link is used for sending signaling messages for a higher-level protocol. During the operational phase both links are monitored for availability using a query and reply technique. Should either link fail, a status message is sent to the remaining available link along with an activity switchover being performed, as required, depending on whether the failed link was the active link.
    Type: Application
    Filed: March 26, 2003
    Publication date: March 4, 2004
    Applicant: Alcatel Canada Inc.
    Inventors: Balachandar S. Gettala, Michael Jhu, Michael Roberts, Henri R. Vandette, Glenn Arne Karlsen, Jim Hurd, Gerry Dubois, James A. Stanton, Suryaram Alladi