US 11,918,896 B2
Apparatus for managing online game, method and system therefor
Robert Kamphuis, Helsinki (FI); Jonne Loikkanen, Helsinki (FI); and Jon Franzas, Helsinki (FI)
Assigned to Supercell Oy, Helsinki (FI)
Filed by Supercell Oy, Helsinki (FI)
Filed on Feb. 14, 2022, as Appl. No. 17/670,614.
Application 17/670,614 is a continuation of application No. 16/890,450, filed on Jun. 2, 2020, granted, now 11,247,125.
Prior Publication US 2022/0233955 A1, Jul. 28, 2022
This patent is subject to a terminal disclaimer.
Int. Cl. A63F 13/358 (2014.01); A63F 13/335 (2014.01); A63F 13/798 (2014.01); H04L 69/164 (2022.01)
CPC A63F 13/358 (2014.09) [A63F 13/335 (2014.09); A63F 13/798 (2014.09); H04L 69/164 (2013.01); A63F 2300/534 (2013.01)] 20 Claims
OG exemplary drawing
 
1. An apparatus for managing a multiplayer online game, the apparatus comprising a processor and a memory, wherein the processor is configured to:
identify a set of client devices engaged in the multiplayer online game by determining an active communication link between client devices and a server, the set of client devices communicatively coupled to the apparatus over a communication network;
identify one or more game characters to be controlled by the client devices in the set of client devices when engaged in the multiplayer online game;
identify a game parameter for the client devices that quantifies an expertise of the client device in controlling a respective game character, wherein the game parameter is configured to be used to determine a skill level of a player when compared with another player relative to a common game parameter;
define at least one group of client devices from the set of client devices, wherein the at least one group of client devices includes client devices with one or more of a similar game parameter and a similar skill level;
determine a communication latency between the client devices in the at least one group of client devices and the server;
define at least one subgroup of client devices from each of the at least one group of client devices, wherein the at least one subgroup of client devices includes client devices with a similar communication latency; and
enable the client devices in the at least one subgroup of client devices to engage in a game session of the online game.