Abstract:
The field of the invention relates to systems and methods for managing user behavior in online multiuser systems, and more particularly to systems and methods that provide user-based arbitration for online multiuser systems. In one embodiment, a multi-user online system enables a first user to report a second user&#39;s behavior while online. The system receives the report and merges the report with the second user&#39;s recorded interactions with the online system related to the report to create an arbitration file. The arbitration file is then made available to a third user to review the arbitration file and determine whether action is warranted.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
       [0001]    This application is a continuation of U.S. patent application Ser. No. 13/424,670, filed Mar. 20, 2012. The contents of this priority document and all other references disclosed herein are incorporated in their entirety for all purposes. 
         [0002]    The field of the invention relates to systems and methods for managing user behavior in online multiuser systems, and more particularly to systems and methods that provide user-based arbitration to enable peer review for online multiuser systems. 
     
    
     BACKGROUND OF THE INVENTION 
       [0003]    Controlling inappropriate behavior in public online multiuser systems is challenging, particularly when these systems have millions of user accounts, such as popular multiplayer online games, e.g., League of Legends from Riot Games (www.leagueoflegends.com). These games are generally low cost to participate in and users can register anonymously. Moreover, these games can be very competitive, thereby enabling aggressive and undesirable behavior, such as cheating or inappropriate communications or any unacceptable behavior as determined by a player&#39;s peers. For example, during a game, an aggressive user may send text messages to other users with profanity, insults, racial slurs, and/or threats of violence. In a system with millions of users, this behavior may by exhibited by hundreds or thousands of participants if unchecked, and having the game administrator police every user and/or incident is highly burdensome and expensive. Moreover, it may be desirable to reward positive behavior or exceptional skill in such systems. Accordingly, an improved system for encouraging and discouraging certain behavior and game play would be desirable. 
       SUMMARY OF THE INVENTION 
       [0004]    The field of the invention relates to systems and methods for managing user behavior in online multiuser systems, and more particularly to systems and methods that provide user-based peer review for game play in online multiuser systems. 
         [0005]    In one embodiment, a multi-user online system enables a first user to report one or more users&#39; behavior, whether undesirable or exceptional, while interacting with the online system. The system receives the report and creates one or more arbitration files that merge the one or more reports with the one or more users&#39; recorded interactions with the online system. The arbitration file is then made available to arbitrating users to review the one or more arbitration files and determine whether punishment and/or reward is warranted, thereby enabling crowd-sourced peer review. 
         [0006]    Other systems, methods, features and advantages of the invention will be or will become apparent to one with skill in the art upon examination of the following figures and detailed description. It is intended that all such additional systems, methods, features and advantages be included within this description, be within the scope of the invention, and be protected by the accompanying claims. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0007]    In order to better appreciate how the above-recited and other advantages and objects of the inventions are obtained, a more particular description of the embodiments briefly described above will be rendered by reference to specific embodiments thereof, which are illustrated in the accompanying drawings. It should be noted that the components in the figures are not necessarily to scale, emphasis instead being placed upon illustrating the principles of the invention. Moreover, in the figures, like reference numerals designate corresponding parts throughout the different views. However, like parts do not always have like reference numerals. Moreover, all illustrations are intended to convey concepts, where relative sizes, shapes and other detailed attributes may be illustrated schematically rather than literally or precisely. 
           [0008]      FIG. 1  is an exemplary diagram of a multiuser online game system in accordance with a preferred embodiment of the present invention; 
           [0009]      FIG. 2 a    is an exemplary diagram of a game session server system in accordance with a preferred embodiment of the present invention; 
           [0010]      FIG. 2 b    is an exemplary diagram of a game client user interface in accordance with a preferred embodiment of the present invention; 
           [0011]      FIG. 3  is an exemplary diagram of a statistics server system in accordance with a preferred embodiment of the present invention; 
           [0012]      FIG. 4 a    is an exemplary diagram of a report server system in accordance with a preferred embodiment of the present invention; 
           [0013]      FIG. 4 b    is an exemplary diagram of another game client user interface related to the report server system in accordance with a preferred embodiment of the present invention; 
           [0014]      FIG. 4 c    is an exemplary diagram of another game client user interface related to the report server system in accordance with a preferred embodiment of the present invention; 
           [0015]      FIG. 5 a    is an exemplary diagram of an arbitration server system in accordance with a preferred embodiment of the present invention; 
           [0016]      FIG. 5 b    is an exemplary diagram of an arbitration client user interface related to the arbitration server system in accordance with a preferred embodiment of the present invention; 
           [0017]      FIG. 5 c    is an exemplary diagram of another arbitration client user interface related to the arbitration server system in accordance with a preferred embodiment of the present invention; and 
           [0018]      FIG. 6  is an exemplary process in accordance with a preferred embodiment of the present invention. 
           [0019]      FIG. 7  is another exemplary process in accordance with a preferred embodiment of the present invention. 
       
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     Preferred Systems 
       [0020]    Turning to  FIG. 1 , a large multiuser online game system  1000  over a public network  1050 , such as the Internet, is shown. An example of such a game system  1000  is League of Legends (www.leagueoflegends.com). League of Legends is a session-based, multiplayer online battle-arena game where rival teams compete against one another for victory on highly stylized battlefields and landscapes. Users can install a League of Legends game client on their personal computing device  1100  to establish a game session over the public network  1050  with the game system&#39;s  1000  datacenter  1300 , which provides the online game interaction with the plurality of users  1100 . The datacenter  1300  includes a plurality of server systems operating on a plurality of server machines communicatively coupled to each other via the public network  1050  and/or a secure virtual private network (not shown). The server machines each include a processor, memory, an operating system, an input/output interface and network interface all known in the art. In accordance with a preferred embodiment, the datacenter  1300  includes a game session server system  1500 , a local server manager system  1600 , a statistics server system  1700 , a reporting server system  1800 , and an arbitration server system  1800 . Each of these server systems will be described in more detail below 
         [0021]    Game Session Server System  1500   
         [0022]    Turning to  FIG. 2 a   , a more detailed diagram of a game session server system  1500  is shown. The game session server system  1500  provides the game interaction with the users&#39; game client  1100  via the game client interface  1530 , which is generally an application interface known in the art accessible over the public network  1050  by the game client  1100 , e.g., in a traditional client server model. A game engine  1520  coupled to the game client interface  1530  is included to manage the interaction between the plurality of users  1100  and the game system  1000 . The game session server system  1500  further includes a chat engine  1540  known in the art that enables the various users  1100  participating in a particular game session to communicate with each other via text messages. Audio, pictures, and multimedia may also be exchanged with the chat engine  1540 . Both the game engine  1520  interactions as well as the chat messages exchanged can be recorded and stored in a game files database  1510 . This enables, among other things, replay and history analysis by not only the users but also the administrator and other systems as will be described below. The game session server system  1500  further includes a local server manager interface  1550  for communications with the local server manager  1600 . 
         [0023]    Turning to  FIG. 2 b   , an example game client  1100  user interface is shown. In online games such as League of Legends, each user is generally represented by a personalized graphical avatar in the user interface, (shown as “X” in this example), and the game client  1100  user interface may show the logical position of one user&#39;s avatar, X User 1, relative to another, X User 2. The game client  1100  user interface may also include a chat interface (“Chat Room”) that enables participating users to communicate with one another, via chat engine  1540 , beyond interactions with the avatars (Xs). 
         [0024]    A game session server system  1500  generally includes physical servers distributed geographically in the same areas as its users. For example, users in the Southern California region may connect to a game session server system  1600  located in Los Angeles to initiate game sessions to ensure optimum performance. 
         [0025]    Local Server Manager System  1600   
         [0026]    The local server manager system  1600 , also shown in  FIG. 2 a   , also includes a plurality of distributed physical servers and controls the interactions with users&#39; game clients  1100  before and after a game session. For example, users connect to a local server manager system  1600  to initiate game sessions via the game session server  1500 . Upon the completion of a session-based game between multiple users, the game session server  1500  directs the users to their respective local server manager system  1600 . Further, the local server manager system  1600  will query the data associated with that game from the game session server&#39;s game file database  1510  via the game session server&#39;s local server manager interface  1550 . 
         [0027]    Statistics Server System  1700   
         [0028]    Turning to  FIG. 3 , a more detailed diagram of the statistics server system  1700  is shown. The statistics server system  1700  generally receives data from the game files database  1510  delivered by a local server manager  1600  via a local server manager interface  1740 . The statistics server system  1700  includes a statistics server engine  1730  that receives the game files data from the local server manager  1600  and generates in-game statistics and metrics for storage in its own database  1710 . The in-game statistics may include statistics for a particular player and/or a particular game, and may indicate a particular behavior pattern or skill level. For example, in League of Legends, where part of the game playing involves defeating other user avatars or computer controlled minions, statistics may include number of defeats over avatars, number of defeats over computer controlled minions, number of game play objectives completed, etc. . . . Such data can be generated and filtered by the statistics server engine  1730  and the results are stored in the statistics server database  1710 . The statistics server engine  1730  further collects from the game files database  1510  the chat logs, which are also stored in the statistics server database  1710 . The statistics server system  1700  further includes an arbitration server interface  1720 , which is also generally an application interface known in the art for access by the arbitration server  1800 . 
         [0029]    Reporting Server System  1800   
         [0030]    Turning to  FIG. 4 a   , a more detailed diagram of a report server system  1800  is shown. Because a large number of users can access and participate on the system  1000  anonymously, undesirable behavior may occur including any unacceptable behavior as determined by a player&#39;s peers. For example, one or more offending users in a game session may cheat or may send offensive chat messages, using profanity and/or racial slurs. On the other hand, certain users may exhibit exceptional skill and/or extraordinary behavior as determined by a player&#39;s peers. For example, a user may demonstrate exceptional game play or selfless-team oriented game play with encouraging and friendly communications. The game system  1000  provides a report server system  1800  that enables a second user to memorialize and report such behavior, whether desirable or undesirable, or skill to a third party, such as an administrator or other users. 
         [0031]    In the case where a second user wishes to report undesirable behavior, the second user can use a reporting user interface included in the game client  1100 , an example of which is shown in  FIG. 4 b   . Upon completion of a game where the one or more offending users displayed undesirable behavior, the second user, with the user interface shown in  FIG. 4 b   , may identify the one or more offending users, specify the undesirable behavior displayed, and add additional comments. The report server system  1800  receives the second user&#39;s one or more reports via the game client interface  1830 , which is also generally an application interface such as that described above. 
         [0032]    In the case where a second user wishes to report desirable and/or exceptional behavior or skill, the second user can use a reporting user interface  1150  included in the game client  1100 , an example of which is shown in  FIG. 4 c   . Upon completion of a game where the one or more exceptional users displayed desirable behavior or skill, the second user, with the user interface shown in  FIG. 4 c   , may identify the one or more exceptional users, specify the behavior or skill displayed, add a rating, for example, a score from 1-5, and add additional comments. The report server system  1800  receives the second user&#39;s one or more reports via the game client interface  1830 , which is also generally an application interface such as that described above. 
         [0033]    The report server system  1800  includes a reporting engine  1820  component that is configured to receive reports submitted by users, via the game client interface  1830 , and store them in a report archive database  1810 , which can be a relational-type database, such as MySQL. Preferably, a coherence cache is used, which is a cache coupled to the database. The cache is in-memory, which enables faster querying of the database in real time, thereby improving scalability. From this report archive database  1810 , not only can a specific report be derived, but also the identification of particular users that have been most frequently reported (e.g., top accused offenders or top rated players). 
         [0034]    Moreover, in the case of undesirable behavior, one or more “harassment scores” may be derived based on the frequency and type of report received. Further, the timing of the reports submitted may also be stored. This can indicate whether reports have stopped for a particular accused offender, thereby indicating improved behavior. This can be a factor in an algorithm that assesses the “harassment score” for a particular user. Also provided is the identification of users that have most frequently submitted reports (i.e., “snitch score”). If a user has been reported by another user having a high snitch score, such data may be used to affect the harassment score as will be described in further detail below. In the case of exceptional behavior, a positive player rating may be established based on the frequency of positive reports. Moreover, if a positive report is from a user that indiscriminately submits positive reports for a large percentage of the game, such data may be used to affect player rating. 
         [0035]    The report server system  1800  further includes an interface  1850  with the arbitration server system  1800 , which is also generally an application interface known in the art. 
         [0036]    Arbitration Server System  1900   
         [0037]    Turning to  FIG. 5 a   , a more detailed diagram of an arbitration server system  1900  is shown. As mentioned above, it is a challenge to manage behavior in large multiuser online game systems. To address this issue, the game system  1000  in accordance with a preferred embodiment of the present invention generally provides for certain users of the game system  1000  to provide peer review of the merits of other users&#39; reports submitted to the reporting server system  1800 . To that end, the game system  1000  includes an arbitration server system  1900  having an arbitration engine  1920  that generates case files to be presented to a user that wishes to arbitrate a particular report. The arbitration engine  1920  queries a report from the reporting server system  1800 , via a report server interface  1960  (also an application interface known in the art), and generates a case file that merges the queried report with data from the particular game at issue. This data is retrieved from the statistics server system  1700  via the statistics server interface  1950  using the identification of the particular game at issue. This case file is presented to the arbitrating client&#39;s  1200  user interface, such as that shown in  FIGS. 5 b    and/or  5   c.    
         [0038]    In the case of arbitrating undesirable behavior, as shown in  FIG. 5 b   , the arbitrating user&#39;s client  1200  is presented with “game details,” e.g., the results of the game, such as damage dealt and damage taken. In the case of League of Legends, also included is performance score, “gold earned,” and “healing done” as examples. The user interface  1200  also identifies “report details,” such as the player(s) who submitted reports related to the game-at-issue, the alleged reason for the report submission(s), such as verbal harassment, and other related statistics relevant to the allegations. If the reporting user also submits comments, such comments will also be displayed as well as the actual communications between players, which is typically where many of the complaints result from. Moreover, a “credibility grade” or score, such as the snitch score described above, may be associated and displayed with the reporting user. For example, if the reporting user submits a report for a high percentage of the games played, e.g., over 50%, then a low credibility grade (or high snitch score) is provided, e.g., a “C.” This may be stored and displayed in the reporting details for an arbitrating user to consider when voting. Moreover, the system  1000  may incorporate this statistic to reduce the “harassment score” for a particular offending user and/or punishment rendered. 
         [0039]    From all of this data, the arbitrating user then has the option to either vote for punishment, vote for exoneration (“Don&#39;t Punish”), skip vote, or end arbitration (“Done for now”). Other options include more “soft” votes, e.g., the arbitrating user can also vote as to whether such behavior is simply unacceptable without rendering a punishment vote. Moreover, the arbitrating user can also vote as to type of punishment, e.g., whether to simply issue a warning, disable certain features, issue a temporary ban, or issue a permanent ban from the game system  1000 . To prevent users from abusing the arbitration system, the arbitrating server  1900  can also specify the amount of time allotted in between case files for review (“Time before next report”). Also included are the voting statistics (“46”). After a user submits a vote, the results are stored in a case file database  1920 , which can be a relational database such as MySQL. These results can then enable an administrator and system  1000  to verify the “harassment score” in the report server system  1800  and issue certain punishments for the particularly high offenders, such as issuing a warning or temporarily (or permanently) disabling offending users&#39; access to the system  1000 . In yet another alternative, for games that allow users to gain powers, weapons, and other features that can enable users to gain significant advantages over other users in the game, such powers, weapons, and other features can be disabled or reduced. The process for determining what punishment to issue can optionally include relevant voting statistics described above, if available, for example vote as to type of punishment. 
         [0040]    In the case of reviewing exceptional behavior or skill, as shown in  FIG. 5 c   , like with undesirable behavior, the arbitrating user&#39;s interface  1250  is presented with “game details,” e.g., the results of the game, such as damage dealt and damage taken. In the case of League of Legends, also included is performance score, “gold earned,” and “healing done” as examples. The user interface  1250  also identifies “report details,” such as the player(s) who submitted reports related to the game-at-issue, the alleged reason for the report submission(s), such as selfless play and exceptional performance and other related statistics relevant to the allegations. If the reporting user also submits comments, such comments will also be displayed as well as the actual communications between players. Moreover, a “credibility grade” or score, such as the snitch score described above, may be associated and displayed with the reporting user. For example, if the reporting user indiscriminately submits a report for a high percentage of the games played, then a low credibility grade is provided, e.g., a “C.” This may be stored and displayed in the reporting details for an arbitrating user to consider when voting. Moreover, the system  1000  may incorporate this statistic to reduce the “performance rating” for a particular user and/or reward issued. 
         [0041]    From all of this data, the arbitrating user then has the option to either vote for issuing a reward, vote for no reward, skip vote, or end arbitration (“Done for now”). Other options include more “soft” votes, e.g., the arbitrating user can also vote as to whether such behavior or skill is indeed exceptional without rendering a reward vote. Moreover, the arbitrating user can also vote as to type of reward, e.g., whether to simply issue a complement, enable certain features, or issue grants of game play free of charge. To prevent users from abusing the arbitration system, the arbitrating server  1900  can also specify the amount of time allotted in between case files for review (“Time before next report”). Also included are the voting statistics (“46”). After a user submits a vote, the results are stored in a case file database  1920 , which can be a relational database such as MySQL. These results can then enable an administrator and system  1000  to verify the “performance rating” in the report server system  1800  and issue certain rewards for the particularly exceptional players, such as issuing a certificate or adding special game play features exclusively for the players who exhibit exceptional skill or behavior The process for determining what reward to issue can optionally include relevant voting statistics described above, if available, for example vote as to type of reward. 
         [0042]    Arbitrating users are generally more experienced users within the system  1000 . The system  1000  can establish a qualification threshold (e.g., an objective skill level or game level) that a user would be required to achieve in order to connect to the arbitration server  1900  (in the case of League of Legends, an arbitrating user must be a “level 30 summoner”). Further, they can be rewarded for participating in the arbitration process, with increased levels, powers or features such as those described above, particularly if they consistently vote with the majority. However, preferably, there are parameters that are set to avoid abuse and potential conflicts of interest. For example, an arbitrating user would be precluded from obtaining a case file that they initiated via the report server system  1800  or that they are the subject of in such a report. Also, because different geographical regions and cultures may have different standards for what is considered to offensive (or exceptional) behavior, such arbitrating users may be organized accordingly. Moreover, if an arbitrating user consistently fails to vote with the majority, the credibility of the arbitrator&#39;s vote may be questioned. In such a case, such an arbitrating user&#39;s vote can be given less weight in calculating the harassment score for a particular offending user or performance ratings for a particular exceptional player. 
         [0043]    In a preferred system  1000 , these parameters are stored in the arbitration server database  1910  and can be modified by the administrator via the administrator client interface  2000 . These parameters as well as others to assess punishment may include:
       disablement/enablement of the arbitration server system  1900 ;   number of votes required for a case to be flagged for an administrator or system  1000  take action, such as punishment or rewards;   the threshold (e.g, percent-based) for a case to be considered for punishment/rewards (e.g., 51% of votes for punishment/rewards would be required for actual punishment/rewards consideration);   maximum “pool size” of cases that will be loaded into the queue evaluation by arbitrating users;   threshold at which arbitration engine  1920  will fill in the queue case files for arbitrating users to review;   interval at which the arbitration engine  1920  process will run (e.g., 5 mins.);   interval at which arbitrating user must wait to vote when presented with a case file (e.g., 60 seconds) to ensure thorough review;   identification of certain cases for the administrator to manually enter into the queue for arbitrating users to review;   identification of cases that have reached verdict and require action such as punishment or exoneration or rewards;   list of current cases awaiting verdict and voting statistics;   voting and behavior history of users and arbitrating users;   the number of allowed votes per day per user;   region allocation for arbitrating users;   qualifications for arbitrating users, e.g., certain level or number of games played;   archived cases   anti-collusion features that prevents arbitrating users from using the arbitration server  1900  to inappropriately gain awards.       
 
         [0060]    Other data that can be stored in the database  1910  include:
       rewards issued to users;   history of rewards program;   punishment history of particular users;   last punishment and decay (e.g., if a user has not been punished for a long time, that may indicate improved behavior;   voting history of arbitrating users, including accuracy;   voting history for particular cases, such as total votes, date voting started and date voting ended and verdict.       
 
       Preferred Processes 
       [0067]    In the case of undesirable behavior, turning to  FIG. 6 , a reporting and arbitration process  3000  is shown in accordance with a preferred embodiment of the present invention to provide peer review. After the completion of a game, game data including recordings of game interactions and chat log are stored in the game files database  1510  of the game session server  1500  (Action Block  3010 ). If a second user witnesses undesirable behavior by one or more offending users, the second user can submit one or more reports to the report server system  1800  via its client interface  1100 , such as that shown in  FIG. 4 b    over the public network  1050  (Action Block  3020 ). If a third user wishes to arbitrate case files (Decision Block  3030 ), then the third user (“arbitrating user”) can make a request via an arbitration client  1200  over the public network  1050  to the arbitration server system  1900 . In response, the arbitration engine  1920  will create a case or arbitration file by querying a report from the report server system  1800  (Action Block  3040 ). Determining which report will be queried may depend on a variety of factors and/or algorithms. For example, the report queried may be random or prioritized based on type of undesirable behavior reported and/or harassment score of a particular user (e.g., top offender). 
         [0068]    Once a report is returned to the arbitration server system  1900 , the arbitration engine  1920  will identify the game and user associated with that report (“game ID” and “user ID”, respectively). The arbitration engine  1920  will use the game ID to query the game data associated with that game from the statistics server system  1700  database  1710  (Action Block  3050 ), including game details and chat data. This data will be merged with the report and transmitted to the third user&#39;s arbitration client  1200  as a case file (Action Block  3060 ). The User ID may further be used to obtain game data associated with that allegedly offending user from other games within the statistics server system  1700  database  1710 . If the arbitrating user submits a vote (Decision Block  3070 ), then the arbitration system  1900  assesses whether a vote threshold has been met (Decision Block  3080 ). For instance, an assessment is made as to whether a certain minimum number of votes have been cast and whether the majority ruled in favor of punishment (or exoneration). For example, if a certain percentage of votes (e.g., 51%) for punishment are received for a particular case file that received a certain number of total votes (e.g., 100), then appropriate action may be taken (Action Block  3090 ), e.g., automatic punishment by the arbitration server  1900 . Generally, punishment can be issued manually by the system&#39;s  1000  administrator or automatically by the system  1000  itself, e.g., via the arbitration server  1900 . For example, the arbitration server  1900  can issue a warning or notification (e.g., via email) or disable temporary or permanent access to the system  1000  or disable or reduce power levels and features. Moreover, the arbitration server  1900  can notify the offending user of the reports submitted, vote status, and ultimate punishment if any. Subsequently, the vote data is then stored with the report in the report server database  1810  and/or arbitration server database  1910  (Action Block  3100 ) for review and action by the administrator and/or system  1000 . 
         [0069]    For exceptional and desirable behavior or skill, turning to  FIG. 7 , a reporting and arbitration process  4000  to enable peer review is shown in accordance with a preferred embodiment of the present invention. After the completion of a game, game data including recordings of game interactions and chat log are stored in the game files database  1510  of the game session server  1500  (Action Block  4010 ). If a second user witnesses exceptional skill or positive behavior by one or more users, the second user can submit a report to the report server system  1800  via its client interface  1150 , such as that shown in  FIG. 4 c    over the public network  1050  to provide positive feedback (Action Block  4020 ). If a third user wishes to review a positive behavior or skill case files (Decision Block  4030 ), then the third user (“arbitrating user”) can make a request via an arbitration client  1250  over the public network  1050  to the arbitration server system  1900 . In response, the arbitration engine  1920  will create a case or arbitration file by querying a report from the report server system  1800  (Action Block  4040 ). Determining which report will be queried may depend on a variety of factors and/or algorithms. For example, the report queried may be random or prioritized based on type of desirable and/or positive behavior or skill reported and/or performance score of a particular user (e.g., top performer). 
         [0070]    Once a report is returned to the arbitration server system  1900 , the arbitration engine  1920  will identify the game and user associated with that report (“game ID” and “user ID”, respectively). The arbitration engine  1920  will use the game ID to query the game data associated with that game from the statistics server system  1700  database  1710  (Action Block  4050 ), including game details and chat data. This data will be merged with the report and transmitted to the third user&#39;s arbitration client  1200  as a case file (Action Block  4060 ). The User ID may further be used to obtain game data associated with that exceptional user from other games within the statistics server system  1700  database  1710 . If the arbitrating user submits a vote (Decision Block  4070 ), then the arbitration system  1900  assesses whether a vote threshold has been met (Decision Block  4080 ). For instance, an assessment is made as to whether a certain minimum number of votes have been cast and whether the majority ruled in favor of reward. For example, if a certain percentage of votes (e.g., 51%) for rewards are received for a particular case file that received a certain number of total votes (e.g.,  100 ), then appropriate action may be taken (Action Block  4090 ), e.g., automatic issuance of rewards by the arbitration server  1900 . Generally, rewards can be issued manually by the system&#39;s  1000  administrator or automatically by the system  1000  itself, e.g., via the arbitration server  1900 . For example, the arbitration server  1900  can issue a notification (e.g., via email) or increase power levels and features. Moreover, the arbitration server  1900  can notify the exceptional user of the reports submitted, vote status, and ultimate reward if any to provide that positive feedback that encourages continued positive behavior and experience. Subsequently, the vote data is then stored with the report in the report server database  1810  and/or arbitration server database  1910  (Action Block  4100 ) for review and action by the administrator and/or system  1000 . These processes effectively enable the game system  1000  to leverage participation by the system&#39;s  1000  users to discourage undesirable behavior and encourage exceptional behavior and game play to ensure a desirable experience for the rest of the users. 
         [0071]    In the foregoing specification, the invention has been described with reference to specific embodiments thereof. It will, however, be evident that various modifications and changes may be made thereto without departing from the broader spirit and scope of the invention. For example, the reader is to understand that the specific ordering and combination of process actions described herein is merely illustrative, and the invention may appropriately be performed using different or additional process actions, or a different combination or ordering of process actions. For example, this invention is particularly suited for interpersonal relationships; however, the invention can be used for any relationship in general. Additionally and obviously, features may be added or subtracted as desired. Accordingly, the invention is not to be restricted except in light of the attached claims and their equivalents.