EA Gaming Patents

In March 2016 EA filed to patent a pair of gaming concepts that have just come to light. One of them is pretty straightforward, as it outlines dynamic difficulty adjustment to promote player retention by tweaking difficulty levels under the hood. Word is: "The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted." The other patent seems a little trickier, as it looks to tailor the online gaming experience by tweaking matchmaking to use factors besides game performance. Destructoid notes this is based on principles outlined in this research paper describing "An Engagement Optimized Matchmaking Framework." Here's the a bit from the Multiplayer Video Game Matchmaking Optimization application United States Patent Application:
Embodiments presented herein use machine learning algorithms to determine the impact that a match plan for a multiplayer video game is likely to have on the retention for the individual users included in the match plan. Further, certain embodiments herein relate to determining whether a grouping of two or more players as teammates and/or opponents may result in one of the players being more likely to cease playing the video game. Systems presented herein can use a parameter function or a prediction model to predict or estimate a churn or retention rate for users based at least in part on the configuration of particular match plans and user interaction data for the users relating to interaction with the video game by the users. The match plan may include the identification of the number of users and/or teams, the number of users on a team, and whether two (or more) users are teammates or opponents, and one or more roles of each user within the video game, or match. The roles may include the identity of in-game or playable characters used by the users and/or the role of the playable character, such as an offense character (such as a forward in a soccer game), a defense character (such as a cornerback in a football game), a tank character (or a character that is designed to withstand a lot of in-game damage), a healer character, a range character, a side-kick, and the like.