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公开(公告)号:US11344814B2
公开(公告)日:2022-05-31
申请号:US16989137
申请日:2020-08-10
申请人: Electronic Arts Inc.
发明人: Su Xue , Kazi Atif-Uz Zaman , Navid Aghdaie , John Kolen , Zhengxing Chen
IPC分类号: A63F13/24 , A63F13/795 , A63F13/67 , A63F13/48 , A63F13/35
摘要: Embodiments of systems presented herein may identify users to play a multiplayer video game together using a mapping system and machine learning algorithms to create sets of matchmaking plans for the multiplayer video game that increases player or user retention. Embodiments of systems presented herein can determine the predicted churn rate, or conversely retention rate, of a user waiting to play a video game if the user is matched with one or more additional users in a multiplayer instance of the video game.
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公开(公告)号:US10751629B2
公开(公告)日:2020-08-25
申请号:US16366409
申请日:2019-03-27
申请人: Electronic Arts Inc.
发明人: Su Xue , Kazi Atif-Uz Zaman , Navid Aghdaie , John Kolen , Zhengxing Chen
IPC分类号: A63F13/35 , A63F13/795 , A63F13/67 , A63F13/48
摘要: Embodiments of systems presented herein may identify users to play a multiplayer video game together using a mapping system and machine learning algorithms to create sets of matchmaking plans for the multiplayer video game that increases player or user retention. Embodiments of systems presented herein can determine the predicted churn rate, or conversely retention rate, of a user waiting to play a video game if the user is matched with one or more additional users in a multiplayer instance of the video game.
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公开(公告)号:US20190262718A1
公开(公告)日:2019-08-29
申请号:US16366409
申请日:2019-03-27
申请人: Electronic Arts Inc.
发明人: Su Xue , Kazi Atif-Uz Zaman , Navid Aghdaie , John Kolen , Zhengxing Chen
IPC分类号: A63F13/795 , A63F13/48 , A63F13/35 , A63F13/67
摘要: Embodiments of systems presented herein may identify users to play a multiplayer video game together using a mapping system and machine learning algorithms to create sets of matchmaking plans for the multiplayer video game that increases player or user retention. Embodiments of systems presented herein can determine the predicted churn rate, or conversely retention rate, of a user waiting to play a video game if the user is matched with one or more additional users in a multiplayer instance of the video game.
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公开(公告)号:US20210023455A1
公开(公告)日:2021-01-28
申请号:US16989137
申请日:2020-08-10
申请人: Electronic Arts Inc.
发明人: Su Xue , Kazi Atif-Uz Zaman , Navid Aghdaie , John Kolen , Zhengxing Chen
IPC分类号: A63F13/795 , A63F13/67 , A63F13/48 , A63F13/35
摘要: Embodiments of systems presented herein may identify users to play a multiplayer video game together using a mapping system and machine learning algorithms to create sets of matchmaking plans for the multiplayer video game that increases player or user retention. Embodiments of systems presented herein can determine the predicted churn rate, or conversely retention rate, of a user waiting to play a video game if the user is matched with one or more additional users in a multiplayer instance of the video game.
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公开(公告)号:US10286327B2
公开(公告)日:2019-05-14
申请号:US15416961
申请日:2017-01-26
申请人: Electronic Arts Inc.
发明人: Su Xue , Kazi Atif-Uz Zaman , Navid Aghdaie , John Kolen , Zhengxing Chen
IPC分类号: A63F13/35 , A63F13/795 , A63F13/67 , A63F13/48
摘要: Embodiments of systems presented herein may identify users to play a multiplayer video game together using a mapping system and machine learning algorithms to create sets of matchmaking plans for the multiplayer video game that increases player or user retention. Embodiments of systems presented herein can determine the predicted churn rate, or conversely retention rate, of a user waiting to play a video game if the user is matched with one or more additional users in a multiplayer instance of the video game.
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公开(公告)号:US20180111051A1
公开(公告)日:2018-04-26
申请号:US15416961
申请日:2017-01-26
申请人: Electronic Arts Inc.
发明人: Su Xue , Kazi Atif-Uz Zaman , Navid Aghdaie , John Kolen , Zhengxing Chen
IPC分类号: A63F13/795 , A63F13/35
CPC分类号: A63F13/795 , A63F13/35 , A63F13/48 , A63F13/67
摘要: Embodiments of systems presented herein may identify users to play a multiplayer video game together using a mapping system and machine learning algorithms to create sets of matchmaking plans for the multiplayer video game that increases player or user retention. Embodiments of systems presented herein can determine the predicted churn rate, or conversely retention rate, of a user waiting to play a video game if the user is matched with one or more additional users in a multiplayer instance of the video game.
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