Blizzard Entertainment, Inc.

United States of America

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IPC Class
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions 9
A63F 13/497 - Partially or entirely replaying previous game actions 6
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories 6
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 5
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 4
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Status
Pending 4
Registered / In Force 19
Found results for  patents

1.

TECHNIQUES FOR SPAWNING ENTITIES IN A VIRTUAL ENVIRONMENT

      
Application Number 18076356
Status Pending
Filing Date 2022-12-06
First Publication Date 2023-06-08
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Stockton, Iii, Cory
  • Story, Dan
  • Chapman, Joshua
  • Zondler, Jared

Abstract

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.

IPC Classes  ?

  • 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

      
Application Number 17974175
Status Pending
Filing Date 2022-10-26
First Publication Date 2023-04-27
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Stockton, Cory
  • Mccabe, Chris
  • White, Charlie
  • Bernau, Russell
  • Beissinger, Peter

Abstract

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.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

3.

MACHINE LEARNING-BASED 2D STRUCTURED IMAGE GENERATION

      
Application Number 18087809
Status Pending
Filing Date 2022-12-23
First Publication Date 2023-04-27
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Chen, Shuo
  • Rogic, Denis

Abstract

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.

IPC Classes  ?

  • G06T 7/529 - Depth or shape recovery from texture
  • G06T 11/00 - 2D [Two Dimensional] image generation
  • G06T 5/50 - Image enhancement or restoration by the use of more than one image, e.g. averaging, subtraction
  • G06V 10/25 - Determination of region of interest [ROI] or a volume of interest [VOI]

4.

Initial results of a reinforcement learning model using a heuristic

      
Application Number 17387321
Grant Number 11724194
Status In Force
Filing Date 2021-07-28
First Publication Date 2023-02-02
Grant Date 2023-08-15
Owner BLIZZARD ENTERTAINMENT, INC. (USA)
Inventor
  • Yang, Wayne
  • Pendergrast, David
  • Zook, Alexander

Abstract

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.

IPC Classes  ?

  • 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
  • G06N 3/08 - Learning methods
  • G06F 18/10 - Pre-processing; Data cleansing
  • G06N 5/01 - Dynamic search techniques; Heuristics; Dynamic trees; Branch-and-bound

5.

Techniques for user rankings within gaming systems

      
Application Number 17338536
Grant Number 11612821
Status In Force
Filing Date 2021-06-03
First Publication Date 2022-12-08
Grant Date 2023-03-28
Owner Blizzard Entertainment, Inc. (USA)
Inventor Ding, Tian

Abstract

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.

IPC Classes  ?

  • 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
  • A63F 13/46 - Computing the game score

6.

TECHNIQUES FOR OFFERING SYNERGISTIC BUNDLES IN GAMES INVOLVING GAME-SETS OF PLAY-ITEMS

      
Application Number 17333494
Status Pending
Filing Date 2021-05-28
First Publication Date 2022-12-01
Owner Blizzard Entertainment, Inc. (USA)
Inventor Ding, Tian

Abstract

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.

IPC Classes  ?

  • 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

7.

Prop placement with machine learning

      
Application Number 17327187
Grant Number 11890544
Status In Force
Filing Date 2021-05-21
First Publication Date 2022-06-30
Grant Date 2024-02-06
Owner BLIZZARD ENTERTAINMENT, INC. (USA)
Inventor
  • Zhai, Zhen
  • Supancic, Iii, James Steven

Abstract

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.

IPC Classes  ?

  • 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
  • G06N 20/00 - Machine learning

8.

Dynamic character model fitting of three-dimensional digital items

      
Application Number 17160182
Grant Number 11568621
Status In Force
Filing Date 2021-01-27
First Publication Date 2022-06-30
Grant Date 2023-01-31
Owner Blizzard Entertainment, Inc. (USA)
Inventor Supancic, Iii, James Steven

Abstract

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.

IPC Classes  ?

  • G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
  • G06T 15/04 - Texture mapping
  • G06N 20/00 - Machine learning
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • G06T 15/10 - Geometric effects

9.

Machine learning-based 2D structured image generation

      
Application Number 17176740
Grant Number 11538178
Status In Force
Filing Date 2021-02-16
First Publication Date 2022-06-23
Grant Date 2022-12-27
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Chen, Shuo
  • Rogic, Denis

Abstract

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.

IPC Classes  ?

  • G06T 7/529 - Depth or shape recovery from texture
  • G06T 11/00 - 2D [Two Dimensional] image generation
  • G06T 5/50 - Image enhancement or restoration by the use of more than one image, e.g. averaging, subtraction
  • G06V 10/25 - Determination of region of interest [ROI] or a volume of interest [VOI]

10.

Selectively incorporating feedback from a remote audience

      
Application Number 17318953
Grant Number 11659249
Status In Force
Filing Date 2021-05-12
First Publication Date 2021-10-14
Grant Date 2023-05-23
Owner BLIZZARD ENTERTAINMENT, INC. (USA)
Inventor
  • Pinto, Errol
  • Bennett, John
  • Ting, David

Abstract

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.

IPC Classes  ?

  • 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

11.

Restoring gameplay by replaying past inputs

      
Application Number 17210330
Grant Number 11654356
Status In Force
Filing Date 2021-03-23
First Publication Date 2021-07-29
Grant Date 2023-05-23
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Chimes, Carl
  • Lawrence, Dave
  • Dabiri, Alan
  • Anhalt, James
  • Sutton, Eric

Abstract

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.

IPC Classes  ?

  • 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

      
Application Number 16739082
Grant Number 11032616
Status In Force
Filing Date 2020-01-09
First Publication Date 2020-05-14
Grant Date 2021-06-08
Owner BLIZZARD ENTERTAINMENT, INC. (USA)
Inventor
  • Pinto, Errol
  • Bennett, John
  • Ting, David

Abstract

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.

IPC Classes  ?

  • 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

13.

Restoring gameplay by replaying past inputs

      
Application Number 16399862
Grant Number 10960308
Status In Force
Filing Date 2019-04-30
First Publication Date 2019-08-22
Grant Date 2021-03-30
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Chimes, Carl
  • Lawrence, Dave
  • Dabiri, Alan
  • Anhalt, James
  • Sutton, Eric

Abstract

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.

IPC Classes  ?

  • 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

      
Application Number 16299114
Grant Number 10547908
Status In Force
Filing Date 2019-03-11
First Publication Date 2019-07-04
Grant Date 2020-01-28
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Pinto, Errol
  • Bennett, John
  • Ting, David

Abstract

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.

IPC Classes  ?

  • 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

      
Application Number 15374523
Grant Number 10456680
Status In Force
Filing Date 2016-12-09
First Publication Date 2018-06-14
Grant Date 2019-10-29
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Miron, Keith
  • Goodman, Geoff

Abstract

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.

IPC Classes  ?

  • 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 13/822 - Strategy games; Role-playing games 
  • A63F 13/837 - Shooting of targets
  • 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 13/46 - Computing the game score

16.

Restoring gameplay by replaying past inputs

      
Application Number 15406975
Grant Number 10272336
Status In Force
Filing Date 2017-01-16
First Publication Date 2017-05-11
Grant Date 2019-04-30
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Chimes, Carl
  • Lawrence, Dave
  • Dabiri, Alan
  • Anhalt, James
  • Sutton, Eric

Abstract

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.

IPC Classes  ?

  • 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

17.

Cross-realm zones for interactive gameplay

      
Application Number 14977992
Grant Number 10086279
Status In Force
Filing Date 2015-12-22
First Publication Date 2016-05-05
Grant Date 2018-10-02
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Dun, Alec
  • Mccathern, Kurtis
  • Elliott, Michael
  • Brack, J. Allen
  • Chilton, Tom

Abstract

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.

IPC Classes  ?

  • 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

      
Application Number 14792423
Grant Number 09539518
Status In Force
Filing Date 2015-07-06
First Publication Date 2016-01-14
Grant Date 2017-01-10
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Berger, Matthew
  • Greenstone, Evan

Abstract

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.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/822 - Strategy games; Role-playing games 
  • 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

19.

Restoring gameplay by replaying past inputs

      
Application Number 14792469
Grant Number 09545576
Status In Force
Filing Date 2015-07-06
First Publication Date 2015-10-29
Grant Date 2017-01-17
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Chimes, Carl
  • Lawrence, Dave
  • Dabiri, Alan
  • Anhalt, James
  • Sutton, Eric

Abstract

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.

IPC Classes  ?

  • 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

      
Application Number 14328964
Grant Number 09076292
Status In Force
Filing Date 2014-07-11
First Publication Date 2015-07-07
Grant Date 2015-07-07
Owner Blizzard Enterainment, Inc. (USA)
Inventor
  • Berger, Matthew
  • Greenstone, Evan

Abstract

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.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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

21.

Selectively incorporating feedback from a remote audience

      
Application Number 14025540
Grant Number 10231024
Status In Force
Filing Date 2013-09-12
First Publication Date 2015-03-12
Grant Date 2019-03-12
Owner BLIZZARD ENTERTAINMENT, INC. (USA)
Inventor
  • Pinto, Errol
  • Bennett, John
  • Ting, David

Abstract

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.

IPC Classes  ?

  • 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

22.

Restoring gameplay by replaying past inputs

      
Application Number 13737902
Grant Number 09089777
Status In Force
Filing Date 2013-01-09
First Publication Date 2014-07-10
Grant Date 2015-07-28
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Chimes, Carl
  • Lawrence, Dave
  • Dabiri, Alan
  • Anhalt, James
  • Sutton, Eric

Abstract

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.

IPC Classes  ?

  • 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

23.

Cross-realm zones for interactive gameplay

      
Application Number 13464871
Grant Number 09220982
Status In Force
Filing Date 2012-05-04
First Publication Date 2013-11-07
Grant Date 2015-12-29
Owner Blizzard Entertainment, Inc. (USA)
Inventor
  • Dun, Alec
  • Mccathern, Kurtis
  • Elliott, Michael
  • Brack, J. Allen
  • Chilton, Tom

Abstract

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.

IPC Classes  ?

  • 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