Patents by Inventor Mark Ryan Waller

Mark Ryan Waller 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
  • Patent number: 10729975
    Abstract: Embodiments of a system and method for dynamically selecting a communication technology based at least in part on the success in forming a peer-to-peer connection for playing an instance of a video game are disclosed. Further, the systems may dynamically select a communication technology based on the quality of service of an established communication connection between two or more computing systems corresponding to two or more users attempting to play the instance of the video game. In some embodiments, the identification of a communication technology may occur during a gaming session and the communication technology used at the start of the game play session may be transitioned to another communication technology enabling the maintenance of a level of quality of service.
    Type: Grant
    Filed: March 30, 2016
    Date of Patent: August 4, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Daniel Aaron Windrem, David Brian O'Neill, James Lawrence Brookes, Martin Clouâtre, Mark Ryan Waller
  • Patent number: 10729981
    Abstract: Methods for matching online users in a networked interactive entertainment simulation are provided. In one aspect, a method includes receiving a user request for a user for joining an online session of the simulation. The user request is associated with a set of criteria for matching the user with other online users. An available population of users and a moving average of elapsed time to match for other users are determined. The set of criteria is adjusted based on the available population and the moving average of elapsed time. Finding other online users matching the adjusted set of criteria is initiated. The online session is started based on found online users. Systems and machine-readable media are also provided.
    Type: Grant
    Filed: June 23, 2017
    Date of Patent: August 4, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Glen Arne Karlsen, Mark Ryan Waller, David Turner Weih
  • 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