A system is described for weighting and evaluating potential spawn locations by sampling player position to determine a general direction and velocity of travel, thereby allowing the game to favor placing spawns along the player's projected path. In addition, techniques are provided where a game server provides a client a signature value to seed a deterministic pseudorandom number generator to spawn an object at the client. When the client wishes to communicate a player interaction to the server, it transmits the operation the player wants to perform and the identifying information it was originally given. The server uses this data and re-compute the signature using a secret key. If the signature values match, then the server knows the spawn ID and the signature value are legitimate.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
2.
TECHNIQUES FOR COMBINING GEO-DEPENDENT AND GEO-INDEPENDENT EXPERIENCES IN A VIRTUAL ENVIRONMENT
Techniques for combining geo-dependent and geo-independent experiences in a virtual environment are provided. In one technique, a first geographic location of a first user is received from a first user's device. A second geographic location of a second user is received from a second user's device. Group data that (1) identifies both users as members of a group and (2) identifies an objective to complete in a virtual environment is stored. Completion of the objective requires performance of multiple tasks. Action data that indicates an action, performed while at the first geographic location, that is related to performance of one of the tasks, is received from the first user's device. Similar action data (except with respect to the second geographic and another task) is received from the second user's device. Based on both action data, the group data is updated to indicate that the group completed the objective.
Techniques are described for a multiple-phase process that uses machine learning (ML) models to produce a texturized version of an input image. During a first phase, using a pix2pix-based ML model, an automatically-generated image that depicts structured texture is generated based on an input image that visually identifies a plurality of image areas for the structured texture. During a second phase, a neural style transfer-based ML model is used to apply the style of a style image (e.g., a target image from the training dataset of the pix2pix-based ML model) to the texture image generated at the first phase (the content image) to produce a modified texture image. According to an embodiment, during a third phase, the generated texture image produced at the first phase and the modified texture image produced at the second phase are combined to produce a structured texture image with a moderated amount of detail.
Systems and methods for improving initial results of a reinforcement learning model are described herein. In an embodiment, a server computer initiates a reinforcement learning model for a modeled system. While executing the reinforcement learning model, the server computer computes a first result value for a particular action using the reinforcement learning model and a second result value for the particular action using a heuristic separate from the reinforcement model. Based, at least in part, on the first result value for the particular action and the second result value for the particular action, the server computer performs the particular action. The server computer determining a result from performing the particular action and updates the reinforcement learning model.
A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
Techniques are described herein for a gaming system that maintains an internal score and an external score for each user. The system maintains the internal scores to reflect demonstrated user skill. The system uses the accurate internal scores to facilitate communication between client computing devices associated with users that have been selected to participate in gameplay instances based on the internal scores. The external scores maintained by the system displayed to the users. Because the external scores are not used for matchmaking, the external scores may be adjusted in any way without requiring internal consistency. For example, to combat gameplay stagnation, the gameplay system periodically resets maintained external scores. For a time, comparisons between the reset external scores do not accurately reflect the users' rankings within the game. However, as the users participate in gameplay, the external scores return to levels that are similar to the users' internal scores.
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
Techniques are described herein for automatically pre-constructing bundles of play-items based on the degree of synergy between the play-items. The degree of synergy between play-items is determined empirically, based on contents of player-constructed game-sets and outcomes of actual games using those game-sets. Automatically pre-constructing bundles involves generating pairwise synergy scores between every possible pair of play-items, and then (for bundles containing more than two items) using those pairwise synergy scores to determine bundle-wise synergy scores. Techniques are provided for identifying candidate bundle(s) of play-items to offer or award to a player. The candidate bundles are determined based on synergies between the play-items in each of the pre-constructed bundles and the play-items in the player's specific game-set.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
Techniques are described herein for facilitating the placement of props on maps by an automated prop placement tool that makes use of a trained machine learning mechanism. The machine learning mechanism is trained based on one or more training maps upon which props have been placed. The machine learning mechanism may be trained to suggest placement based on (a) spatial rules relating, (b) prop-specific rules, (c) prop-to-fixed-object distances between props and map structures, and (d) distances between props. Once the machine learning mechanism is trained, the prop placement tool may be provided as input (a) map data that defines a target map and (b) prop data that specifies the set of target props to be placed on the target map. Based on this input and the machine learning mechanism's trained model, the prop placement tool outputs a suggested placement, for each of the target props, on the target map.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
A63F 13/55 - Controlling game characters or game objects based on the game progress
Systems and methods for modifying three-dimensional digital items to fit different character models are described herein. In an embodiment a machine learning system is configured to compute a shape and size of three-dimensional digital objects to fit a second character model based on the shape and size that the same three-dimensional digital objects have to fit a first character model. A server computer receives particular input data defining a plurality of particular input vertices for a particular input three-dimensional digital object fit for the first character model. In response to receiving the particular input data, the server computer computes, using the machine learning system, particular output data defining a plurality of particular output vertices for a particular output three-dimensional digital object, the particular output three-dimensional digital object comprising the particular input three-dimensional digital object fit for the second character model. The server computer then causes displaying, on the client computing device, of the particular output three-dimensional digital object combined with the second character model.
Techniques are described for a multiple-phase process that uses machine learning (ML) models to produce a texturized version of an input image. During a first phase, using a pix2pix-based ML model, an automatically-generated image that depicts structured texture is generated based on an input image that visually identifies a plurality of image areas for the structured texture. During a second phase, a neural style transfer-based ML model is used to apply the style of a style image (e.g., a target image from the training dataset of the pix2pix-based ML model) to the texture image generated at the first phase (the content image) to produce a modified texture image. According to an embodiment, during a third phase, the generated texture image produced at the first phase and the modified texture image produced at the second phase are combined to produce a structured texture image with a moderated amount of detail.
A method, apparatus, and stored instructions are provided for selectively incorporating feedback from a remote audience into live content. The feedback is incorporated into one part of a segment at the same time that another part of the segment is played to an audience. A feedback manager may receive feedback from audience members on a first part of the segment while a second, later part of the segment is being played to the audience by a client machine and while a third, even later part of the segment is being generated by a content manager. The feedback manager may then compare feedback data to stored criteria to determine whether or not to change the playing content.
H04N 21/475 - End-user interface for inputting end-user data, e.g. PIN [Personal Identification Number] or preference data
H04N 21/236 - Assembling of a multiplex stream, e.g. transport stream, by combining a video stream with other content or additional data, e.g. inserting a URL [Uniform Resource Locator ] into a video stream, multiplexing software data into a video stream; Remultiplexing of multiplex streams; Insertion of stuffing bits into the multiplex stream, e.g. to obtain a constant bit-rate; Assembling of a packetised elementary stream
H04N 21/658 - Transmission by the client directed to the server
Methods, computer-readable media, and computing devices are described herein for restoring gameplay by replaying past inputs. During gameplay, capture logic captures participant inputs that were received to change states of game objects. The capture logic stores the captured information in an electronic record of period(s) of the gameplay. After the period(s) of gameplay, replay logic receives a request to initiate subsequent gameplay beginning from a point in time from a period of past gameplay. The replay logic causes the subsequent gameplay to begin from the point at least in part by loading saved state information and replaying the captured participant inputs.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
12.
Selectively incorporating feedback from a remote audience
A method, apparatus, and stored instructions are provided for selectively incorporating feedback from a remote audience into live content. The feedback is incorporated into one part of a segment at the same time that another part of the segment is played to an audience. A feedback manager may receive feedback from audience members on a first part of the segment while a second, later part of the segment is being played to the audience by a client machine and while a third, even later part of the segment is being generated by a content manager. The feedback manager may then compare feedback data to stored criteria to determine whether or not to change the playing content.
H04N 21/475 - End-user interface for inputting end-user data, e.g. PIN [Personal Identification Number] or preference data
H04N 21/236 - Assembling of a multiplex stream, e.g. transport stream, by combining a video stream with other content or additional data, e.g. inserting a URL [Uniform Resource Locator ] into a video stream, multiplexing software data into a video stream; Remultiplexing of multiplex streams; Insertion of stuffing bits into the multiplex stream, e.g. to obtain a constant bit-rate; Assembling of a packetised elementary stream
H04N 21/658 - Transmission by the client directed to the server
Methods, computer-readable media, and computing devices are described herein for restoring gameplay by replaying past inputs. During gameplay, capture logic captures participant inputs that were received to change states of game objects. The capture logic stores the captured information in an electronic record of period(s) of the gameplay. After the period(s) of gameplay, replay logic receives a request to initiate subsequent gameplay beginning from a point in time from a period of past gameplay. The replay logic causes the subsequent gameplay to begin from the point at least in part by loading saved state information and replaying the captured participant inputs.
A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
14.
Selectively incorporating feedback from a remote audience
A method, apparatus, and stored instructions are provided for selectively incorporating feedback from a remote audience into live content. The feedback is incorporated into one part of a segment at the same time that another part of the segment is played to an audience. A feedback manager may receive feedback from audience members on a first part of the segment while a second, later part of the segment is being played to the audience by a client machine and while a third, even later part of the segment is being generated by a content manager. The feedback manager may then compare feedback data to stored criteria to determine whether or not to change the playing content.
H04N 21/475 - End-user interface for inputting end-user data, e.g. PIN [Personal Identification Number] or preference data
H04N 21/236 - Assembling of a multiplex stream, e.g. transport stream, by combining a video stream with other content or additional data, e.g. inserting a URL [Uniform Resource Locator ] into a video stream, multiplexing software data into a video stream; Remultiplexing of multiplex streams; Insertion of stuffing bits into the multiplex stream, e.g. to obtain a constant bit-rate; Assembling of a packetised elementary stream
H04N 21/658 - Transmission by the client directed to the server
15.
Determining play of the game based on gameplay events
In an approach, a game server records events that occur within a match of a video game played using a plurality of game clients. After the match has concluded, the game server scores the events according to a plurality of criteria corresponding a plurality of play of the game categories. A sliding window is passed over the events in a number of increments. During each increment, the score for each event that falls within the sliding window is aggregated for each of the categories. The game server then selects a play of the game category and determines the top aggregated score for that category. Once determined, the game server sends one or more instructions to the game clients which causes the game clients to display a replay of the events that occurred during the time window increment corresponding to the top aggregated score for the selected category.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/86 - Watching games played by other players
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
Methods, computer-readable media, and computing devices are described herein for restoring gameplay by replaying past inputs. During gameplay, capture logic captures participant inputs that were received to change states of game objects. The capture logic stores the captured information in an electronic record of period(s) of the gameplay. After the period(s) of gameplay, replay logic receives a request to initiate subsequent gameplay beginning from a point in time from a period of past gameplay. The replay logic causes the subsequent gameplay to begin from the point at least in part by loading saved state information and replaying the captured participant inputs.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
Methods, computer-readable media, and specially configured machines are described for hosting an instance of a cross-realm zone that manages interaction among characters from different instances of a virtual world in a massively multiplayer online game. Different zones of the virtual world may support different numbers of realms or different combinations of realms, and some zones of the virtual world may remain as single-realm zones. When a character enters a zone, the character may be added to an instance of a cross-realm zone based on the virtual world for which the character is a member. A single cross-realm zone may handle all characters that enter the zone from a subset of realms, but not characters that enter the zone from other realms that are not in the subset of realms. Characters in a cross-realm zone might not have any affiliation or prior social connection or interaction with each other.
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
18.
Encouraging player socialization using a nemesis and avenger system
In an approach, one or more player characters controllable by a first player account perform an action in an instance of a game world. In the event that the action meets one or more conditions for creating a nemesis, a computer system controlling the game instance selects a second player account to be invaded by a nemesis. When the second player account plays the game in the same or a different game instance, the computer system determines whether second one or more characters of the selected account meet one or more invasion conditions. If the invasion conditions are met, the computer system generates computer-controlled enemy NPCs for second one or more characters of the second player account to defeat. If the second account defeats the nemesis invasion, rewards are generated for the first and second player accounts. Otherwise, the computer system chooses a third player account for nemesis invasion.
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
Methods, computer-readable media, and computing devices are described herein for restoring gameplay by replaying past inputs. During gameplay, capture logic captures participant inputs that were received to change states of game objects. The capture logic stores the captured information in an electronic record of period(s) of the gameplay. After the period(s) of gameplay, replay logic receives a request to initiate subsequent gameplay beginning from a point in time from a period of past gameplay. The replay logic causes the subsequent gameplay to begin from the point at least in part by loading saved state information and replaying the captured participant inputs.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
20.
Encouraging player socialization using a nemesis and avenger system
In an approach, one or more player characters controllable by a first player account perform an action in an instance of a game world. In the event that the action meets one or more conditions for creating a nemesis, a computer system controlling the game instance selects a second player account to be invaded by a nemesis. When the second player account plays the game in the same or a different game instance, the computer system determines whether second one or more characters of the selected account meet one or more invasion conditions. If the invasion conditions are met, the computer system generates computer-controlled enemy NPCs for second one or more characters of the second player account to defeat. If the second account defeats the nemesis invasion, rewards are generated for the first and second player accounts. Otherwise, the computer system chooses a third player account for nemesis invasion.
A method, apparatus, and stored instructions are provided for selectively incorporating feedback from a remote audience into live content. The feedback is incorporated into one part of a segment at the same time that another part of the segment is played to an audience. A feedback manager may receive feedback from audience members on a first part of the segment while a second, later part of the segment is being played to the audience by a client machine and while a third, even later part of the segment is being generated by a content manager. The feedback manager may then compare feedback data to stored criteria to determine whether or not to change the playing content.
H04N 7/173 - Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal
H04N 21/475 - End-user interface for inputting end-user data, e.g. PIN [Personal Identification Number] or preference data
H04N 21/236 - Assembling of a multiplex stream, e.g. transport stream, by combining a video stream with other content or additional data, e.g. inserting a URL [Uniform Resource Locator ] into a video stream, multiplexing software data into a video stream; Remultiplexing of multiplex streams; Insertion of stuffing bits into the multiplex stream, e.g. to obtain a constant bit-rate; Assembling of a packetised elementary stream
H04N 21/658 - Transmission by the client directed to the server
Methods, computer-readable media, and computing devices are described herein for restoring gameplay by replaying past inputs. During gameplay, capture logic captures participant inputs that were received to change states of game objects. The capture logic stores the captured information in an electronic record of period(s) of the gameplay. After the period(s) of gameplay, replay logic receives a request to initiate subsequent gameplay beginning from a point in time from a period of past gameplay. The replay logic causes the subsequent gameplay to begin from the point at least in part by loading saved state information and replaying the captured participant inputs.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
Methods, computer-readable media, and specially configured machines are described for hosting an instance of a cross-realm zone that manages interaction among characters from different instances of a virtual world in a massively multiplayer online game. Different zones of the virtual world may support different numbers of realms or different combinations of realms, and some zones of the virtual world may remain as single-realm zones. When a character enters a zone, the character may be added to an instance of a cross-realm zone based on the virtual world for which the character is a member. A single cross-realm zone may handle all characters that enter the zone from a subset of realms, but not characters that enter the zone from other realms that are not in the subset of realms. Characters in a cross-realm zone might not have any affiliation or prior social connection or interaction with each other.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/12 - involving interaction between a plurality of game devices, e.g. transmission or distribution systems
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers