Activision Publishing, Inc.

United States of America

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IPC Class
A63F 9/24 - Games using electronic circuits not otherwise provided for 61
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions 52
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 44
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 30
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs 30
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Status
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1.

Distributed Data Storage System Providing Enhanced Security

      
Application Number 18394678
Status Pending
Filing Date 2023-12-22
First Publication Date 2024-04-18
Owner Activision Publishing, Inc. (USA)
Inventor Paquet, Philippe Louis Yves

Abstract

In computer-implemented methods and systems for secure storage and transmission of data in a distributed network environment, each piece of data is transformed in to multiple pieces of metadata for transmission and storage. Each piece of metadata is transmitted and stored on a different server, which is selected from separate pools of servers.

IPC Classes  ?

  • G06F 21/60 - Protecting data
  • G06F 21/62 - Protecting access to data via a platform, e.g. using keys or access control rules

2.

Systems and Methods for Improved Collision Detection in Video Games

      
Application Number 18492300
Status Pending
Filing Date 2023-10-23
First Publication Date 2024-04-18
Owner Activision Publishing, Inc. (USA)
Inventor Kutcher, Benjamin

Abstract

The patent discloses improved methods and systems for detecting a collision between a player controlled virtual character in a video game and an object positioned on a surface in a virtual environment of the video game. Two geometric models are defined, one of which is preferably a cylinder and the other of which is preferably a capsule. For a frame of the video game, data indicative of a position, velocity and direction of the virtual character is acquired and, in a subsequent frame, data indicative of another position of the virtual character is acquired. The first geometric model is moved vertically downward by a predefined distance to identify a level of the ground surface and the second geometric model is moved horizontally forward to detect a collision of the virtual character with the object.

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

3.

Systems and Methods for Programming Movements Of Player-Controlled Avatars in Video Games

      
Application Number 18492522
Status Pending
Filing Date 2023-10-23
First Publication Date 2024-04-18
Owner Activision Publishing, Inc. (USA)
Inventor
  • Stine, Matthew John
  • Pierson, Cody Palmatier

Abstract

Systems and methods are described for imparting dynamic, non-linear and realistic movement and look and feel to a player's/virtual character's first-person limbs and hand-held object model, and procedurally animating a first-person virtual camera such that it simulates the movement of a camera handheld by the player/virtual character. To impart chaotic or random motion to the first-person limbs and hand-held object model a first module defines and implements first and second two dimensional mass-spring-damper systems, each of which is linked to the player's/virtual vector's view vector. Procedural animation or rotational shake is implemented by a second module by applying a coherent noise function to each of the six axes of the first-person virtual camera.

IPC Classes  ?

  • A63F 13/53 - 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
  • 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 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings

4.

Systems and Methods for Improved Corner Slicing in a Multiplayer Video Game

      
Application Number 18473697
Status Pending
Filing Date 2023-09-25
First Publication Date 2024-04-04
Owner Activision Publishing, Inc. (USA)
Inventor
  • Morelli, Juan
  • Barnes, Eugene Michael
  • Ortiz, Pablo Manuel
  • Scronce, Matthew Kyle

Abstract

Systems and methods for enabling automated, gradual visual rotation of a player's weapon and arms view model around an edge that the player intends to corner slice include imparting realistic motion and dynamism to the player's weapon and arms view model as the player engages in cover negotiation. The weapon and arms view model rolls and translates away from the edge in hip mode and rolls away from the edge in ADS (Aim Down Sight) mode so that the weapon and arms view model is canted away from the edge while being centered on the sight.

IPC Classes  ?

  • A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
  • 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

5.

Methods and Systems For Enabling Spectator Selection and Modification of Video Game Storylines

      
Application Number 18534982
Status Pending
Filing Date 2023-12-11
First Publication Date 2024-03-28
Owner Activision Publishing, Inc. (USA)
Inventor Sanders, Michael

Abstract

In a multiplayer video game, virtual cameras are controlled by continually assessing and ranking storylines relating to the interactions of various players during a game session. A ranking for each storyline may be based on various factors such as, but not limited to, what the players can see, the distance between certain players, nearby game items or in-game. Subsequently, at least one virtual camera is navigated to provide a view of the highest-ranking storyline, subject to certain limitations on how the camera can move, transition, or otherwise display the interactions between players. A set of rules including rules of cinematography, are used to provide additional control of the movement of the virtual camera. Movements of a human camera-person are used on a mocap system to control the movement of the virtual camera.

IPC Classes  ?

6.

Systems and Methods for Efficient Content Management and Distribution for Video Game Development

      
Application Number 18466156
Status Pending
Filing Date 2023-09-13
First Publication Date 2024-03-14
Owner Activision Publishing, Inc. (USA)
Inventor
  • Astley, Adrian
  • Houghton, Sean

Abstract

Systems and methods for distributing an image file and a plurality of data chunks in a video game development environment include at least one game studio that has a plurality of client computing devices and at least one cache node in data communication with each other over a first network local to the at least one game studio. The plurality of client computing devices are in data communication, through the at least one cache node, with remotely located metadata and object storage servers over a wide area network. The image file includes a manifest of one or more game files and of the plurality of data chunks. The image file is referenced by a hash of data indicative of the image file while each of the plurality of data chunks is referenced by a hash of data indicative of each of the plurality of data chunks.

IPC Classes  ?

  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world

7.

Systems and Methods for Generating Tailored Game Event Options To Spectators

      
Application Number 18494067
Status Pending
Filing Date 2023-10-25
First Publication Date 2024-02-15
Owner Activision Publishing, Inc. (USA)
Inventor
  • Lin, Jason
  • Yan, Paul Derek
  • Stout, Michael James
  • Neil, Daniel
  • Fricks, Brian Thomas

Abstract

Systems and methods enable most valuable players (MVPs) of a gameplay session to play a bonus gameplay session where other players (non-MVP players) participate as player-spectators in online video games and, through a collective voting mechanism or through active interaction, determine the occurrence of certain events or contents of the bonus gameplay in real time. In this manner, non-MVP players are able to directly affect the course of the bonus gameplay.

IPC Classes  ?

  • 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 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
  • A63F 13/86 - Watching games played by other players
  • 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 13/88 - Mini-games executed independently while main games are being loaded
  • 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 13/85 - Providing additional services to players
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/45 - Controlling the progress of the video game

8.

VIDEO GAME WITH REAL WORLD SCANNING ASPECTS

      
Application Number 18118984
Status Pending
Filing Date 2023-03-08
First Publication Date 2024-02-08
Owner Activision Publishing, Inc. (USA)
Inventor
  • Gogulapati, Ranjani
  • Kaba, Alykhan Lyakat
  • Reed, Iii, Lee Morris
  • Shelton, Iii, William Quinn Oscar
  • Finn, Michael Dave

Abstract

Facets of a video game are modified based on scanning of bar codes. The bar codes may be bar codes of retail products. The facets of the video game may one or more of availability of game characters for use in play of the video game, characteristics of the game characters, availability or characteristics of in-game items, or game player status.

IPC Classes  ?

  • 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 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells

9.

Systems and Methods for Enabling the Modification of Pre-Selected Attributes for a Pre-Ordered Product

      
Application Number 18456993
Status Pending
Filing Date 2023-08-28
First Publication Date 2023-12-14
Owner Activision Publishing, Inc. (USA)
Inventor Schonfeld, Robert D.

Abstract

The disclosed electronic commerce cloud-based media retailing systems and methods enable customers to execute a purchase intention of a digital product before that product is officially released for distribution. The ecommerce system comprises a digital entitlement engine and is particularly suited to pre-sell entitlements to digital products such as, but not limited to, video games, computer software, movies, and other entertainment media.

IPC Classes  ?

10.

Methods and Systems for Selecting a Level of Detail Visual Asset During the Execution of a Video Game

      
Application Number 18448075
Status Pending
Filing Date 2023-08-10
First Publication Date 2023-12-07
Owner Activision Publishing, Inc. (USA)
Inventor Raymond, Rulon Joseph

Abstract

In a process for selecting a LOD visual asset from a set of pre-generated LOD visual assets for rendering during gameplay, data representative of the set of pre-generated LOD visual assets and associated switch distances is accessed. One or more variables related to the client devices and/or the gameplay being rendered on the client devices is monitored. Thereafter, either a first action of applying at least one corrective factor to the associated switch distance in order to generate modulated switch distances and then selecting a LOD from the set of pre-generated generated LOD visual assets based on one of the modulated switch distances or a second action of selecting a LOD visual asset from the set of pre-generated LOD visual assets based on the associated switch distances corresponding to the selected LOD visual asset is performed.

IPC Classes  ?

  • A63F 13/537 - 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
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • G06T 15/00 - 3D [Three Dimensional] image rendering

11.

System and Method for Providing Conditional Access to Virtual Gaming Items

      
Application Number 18362505
Status Pending
Filing Date 2023-07-31
First Publication Date 2023-11-23
Owner Activision Publishing, Inc. (USA)
Inventor Zien, Brandon Myles

Abstract

The present specification describes a system and method for providing conditional access to a virtual gaming item possessed by a first player of a video game to a second player. The method includes: creating a database of conditionally accessible virtual items, wherein said accessibility is determined based on at least one predefined condition; modifying an attribute of the virtual item for making the second player aware that said item is available for conditional access for a predefined period of time; fulfilling, by the second player, at least one access condition; and providing accessibility to the item to the second player for the predefined period of time.

IPC Classes  ?

  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
  • 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 13/533 - 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
  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode

12.

Methods and Systems for Generating Proxy Level of Detail Visual Assets in a Video Game

      
Application Number 18366205
Status Pending
Filing Date 2023-08-07
First Publication Date 2023-11-23
Owner Activision Publishing, Inc. (USA)
Inventor Raymond, Rulon Joseph

Abstract

A method for generating at least one proxy level of detail (LOD) visual asset for contents of a grid cell of a game map is described. A LOD management engine receives data indicative of grid cell contents and at least one function is applied to the data. The LOD engine generates a base proxy LOD visual asset representative of the data and an associated base proxy switch distance as a result of the applying, received by a LOD management module which generates a first proxy LOD visual asset by iteratively reducing a polygon mesh complexity of the base proxy LOD visual asset until a maximum geometric deviation of the first proxy LOD visual asset approaches a predefined threshold value. The LOD management module generates a first proxy switch distance at which the predefined threshold value, when projected on a display of a default resolution, comprises a predefined number of pixels.

IPC Classes  ?

  • A63F 13/537 - 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
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • G06F 3/04847 - Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus

13.

Systems and Methods for Dynamically Modifying Video Game Content Based on Non-Video Gaming Content Being Concurrently Experienced by a User

      
Application Number 18353309
Status Pending
Filing Date 2023-07-17
First Publication Date 2023-11-16
Owner Activision Publishing, Inc. (USA)
Inventor Eatedali, Josiah

Abstract

The disclosed systems and methods integrate gaming functionality with viewing a video program. Systems and methods for generating an interactive multimedia game for a user during the viewing of a video program by the user includes a host computer that generates the game in a context of the video program viewed on a first graphical user interface and recommends the video game to the user. The user may opt to engage with the video game on a second graphical user interface, which may be overlaid on the first graphical user interface.

IPC Classes  ?

  • G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
  • G06F 40/30 - Semantic analysis
  • G06Q 50/00 - Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition

14.

Systems and Methods for Guiding Actors Using a Motion Capture Reference System

      
Application Number 18357268
Status Pending
Filing Date 2023-07-24
First Publication Date 2023-11-16
Owner Activision Publishing, Inc. (USA)
Inventor
  • Sanders, Michael
  • Wu, Xianchun
  • Pohle, Sven

Abstract

The specification discloses methods and systems for enabling users to configure one or more actuators in data communication with a user's computing device and positioned on a prop to generate and deliver feedback to a motion capture actor engaged with the prop. At least one graphical interface in the computing device is configured to enable the user to configure occurrence of at least one event during a scene, associate a time and duration of occurrence to the at least one event within an overall duration of the scene, select the prop, assign the at least one event and the associated time and duration of occurrence to at least one actuator on the prop, configure at least one parameter for the feedback, and activate the at least one actuator to generate and deliver the feedback to the actor in response to an occurrence of the at least one event.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • G06F 3/04842 - Selection of displayed objects or displayed text elements
  • G06V 40/20 - Movements or behaviour, e.g. gesture recognition
  • G06V 40/10 - Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands

15.

Generating Improved Non-Player Characters Using Neural Networks

      
Application Number 18337339
Status Pending
Filing Date 2023-06-19
First Publication Date 2023-10-26
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Giombi, Mario Joseph

Abstract

The disclosed systems and methods track and continuously monitor data about a player or a multiple players and create a non-playing character (NPC) and/or modify an existing NPC that replicates the player(s) play style. The disclosed systems implement an artificial intelligence engine that monitors how a real player responds to one or more events in a game and correlates game outcomes with real player actions, with the actions or reactions of third players, and/or with an amount or extent of engagement. The engine may be used to generate, host, or otherwise provide data representative of one or more NPCs to multiple different games, being hosted by one or more servers, concurrently.

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
  • G06N 3/02 - Neural networks
  • G06N 20/00 - Machine learning
  • 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

16.

Methods and Systems For Enabling Users To Experience Previously Hidden Information During A Playable Recreation Of A Video Game Session

      
Application Number 18337304
Status Pending
Filing Date 2023-06-19
First Publication Date 2023-10-19
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.

Abstract

A system and method is provided that generates a game log that specifies game events during gameplay to enable efficient distribution of video game playback, facilitates the annotation of gameplay through content from users and others, and generates a video game stream that includes the game log and content. The system facilitates the efficient sharing of video game playback, as well as annotations from users and others. For example, e-sportscasters may use the system to broadcast video game playback with their commentary and/or graphical overlays. Video game players may use the system to share video game playback efficiently with other users. The system may also facilitate the sharing of loadout conditions and micro-transactions relevant to video game playback.

IPC Classes  ?

  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/497 - Partially or entirely replaying previous game actions

17.

Systems and Methods for Enabling Remote Viewers to Participate in a Multi-Player Video Game Play Session

      
Application Number 18329474
Status Pending
Filing Date 2023-06-05
First Publication Date 2023-09-28
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Estanislao, Jon
  • Pouliot, Etienne
  • Bergeron, Dave
  • Babin, Maxime
  • Notaro, Mario Beckman

Abstract

The present specification describes systems and methods that enable non-players to participate as spectators in online video games and, through a collective voting mechanism, determine the occurrence of certain events or contents of the gameplay in real time. Game event options are generated and presented to non-players. A specific one of the game event options is then selected based on a collective vote of the non-players. Once selected, the specific one or more of the game event options are then generated as actual gaming events and incorporated into a video game stream that is transmitted to the players as part of the gameplay session. In this manner, non-players may be able to directly affect the course of gameplay.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • 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 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/85 - Providing additional services to players
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

18.

GAME PLAYER CREATED OBJECT AND VIDEO GAME PLAY

      
Application Number 18117940
Status Pending
Filing Date 2023-03-06
First Publication Date 2023-07-20
Owner ACTIVISION PUBLISHING, INC. (USA)
Inventor
  • Anderson, Jeremy Noah
  • Kleckner, Jack James
  • Mueller, Todd Leonard
  • Noor, Misty Alexandrea Yousser
  • Perry, Benjamin Scott

Abstract

A video game may include a virtual representation of a game player created object. The game player created object may be imaged by an imaging device of a smartphone, with the smartphone determining a virtual representation for use in the video game based on information of the image. In some embodiments the game player may control the virtual representation during game play. A video game may include a virtual representation of a game player created object. The game player created object may be imaged by an imaging device of a smartphone, with the smartphone determining a virtual representation for use in the video game based on information of the image. In some embodiments the game player may control the virtual representation during game play. In some embodiments the game player created object may be an origami object.

IPC Classes  ?

  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/537 - 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
  • G06V 20/20 - Scenes; Scene-specific elements in augmented reality scenes
  • A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/92 - Video game devices specially adapted to be hand-held while playing

19.

Systems and Methods for Tracking and Identifying Phishing Website Authors

      
Application Number 18145381
Status Pending
Filing Date 2022-12-22
First Publication Date 2023-06-29
Owner Activision Publishing, Inc. (USA)
Inventor Paquet, Philippe Louis Yves

Abstract

A method of tracking phishing activity is disclosed. A request to download a webpage hosted as part of a legitimate website on a server is initiated. The request includes identification data pertaining to at least one user computing device. The identification data is extracted from the request. A unique identifier corresponding to the extracted identification data is generated. A method of tracking phishing activity is disclosed. A request to download a webpage hosted as part of a legitimate website on a server is initiated. The request includes identification data pertaining to at least one user computing device. The identification data is extracted from the request. A unique identifier corresponding to the extracted identification data is generated. Fingerprint data is generated using at least a subset of the extracted identification data. The unique identifier, the extracted identification data and the fingerprint data is stored. The fingerprint data is encoded into a program and/or data associated with the webpage to generate a modified webpage. The modified webpage is transmitted from the server to the user computing device in response to the request.

IPC Classes  ?

  • H04L 9/40 - Network security protocols
  • G06F 16/957 - Browsing optimisation, e.g. caching or content distillation
  • H04L 61/5007 - Internet protocol [IP] addresses

20.

System and Method for Using Room-Scale Virtual Sets to Design Video Games

      
Application Number 18068603
Status Pending
Filing Date 2022-12-20
First Publication Date 2023-06-22
Owner Activision Publishing, Inc. (USA)
Inventor Sanders, Michael

Abstract

A system adapted to generate video game content by real-time modifying a virtual background displayed on a display wall from a perspective of a physical actor is described. A first set of motion capture tracking sensors, coupled to the physical actor, is used to generate a first set of motion capture data. A first computing engine receives the first set of motion capture data and determines a first field of view of the physical actor based at least in part on the first set of motion capture data. A display wall projection system, that is at least 60 feet wide and 18 feet tall, defines a second field of view that is larger than the first field of view. A second computing engine configured generates video game content for display and transmits the video game content to the display wall projection system. The first computing engine transmits the first field of view to the second computing engine which then generates a first set of changes to the video game content transmitted to the display wall projection system based on the first field of view.

IPC Classes  ?

  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/25 - Output arrangements for video game devices

21.

GPS SEED FOR GAME PLAY

      
Application Number 17810808
Status Pending
Filing Date 2022-07-05
First Publication Date 2023-05-25
Owner Activision Publishing, Inc. (USA)
Inventor Gallerani, Robert Louis

Abstract

A seed number for use in generating aspects of a game world may be formed using GPS location information of a game device. The game device may include GPS circuitry for providing the GPS location information.

IPC Classes  ?

  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS

22.

Computer Implemented Method of Scalably Generating Gaming Assets for Rendering During Gameplay

      
Application Number 18050671
Status Pending
Filing Date 2022-10-28
First Publication Date 2023-05-18
Owner Activision Publishing, Inc. (USA)
Inventor Hu, Lei

Abstract

The present specification describes a method of generating one or more customized gaming assets of a generic gaming asset for a video game, including receiving, using a GUI generated by a module implemented in a host computer, a first response from a user representative of data indicative of the generic gaming asset, receiving, using a second GUI generated by the module, a second response from the user representative of second data indicative of selected one or more parameters associated with the generic gaming asset, receiving, using a third GUI generated by the module, a third response from the user representative of third data indicative of at least one relationship of at least two of the one or more parameters, and causing, by the module, a display of the one or more customized gaming assets based on the first, second and third responses.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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

23.

Methods and Systems for Developing Video Games Terrain Systems

      
Application Number 18054726
Status Pending
Filing Date 2022-11-11
First Publication Date 2023-05-18
Owner ACTIVISION PUBLISHING, INC. (USA)
Inventor
  • Hooker, John Thomas
  • Uhlik, Michael Jonathan
  • Manson, Josiah Michael Bartoszek

Abstract

This specification discloses methods and systems for generating a biome within a virtual landscape of a video game. The biome has at least two layers. The system includes a computing device programmed to execute a plurality of programmatic instructions that, when executed create a first visual layer that is defined by a set of first rules having a first set of visual characteristics and adding one or more second visual layers, where the one or more second visual layers is programmatically distinct from the first visual layer, the one or more second visual layers automatically abides by each of the set of first rules, the one or more second visual layers automatically adopts each of the first set of visual characteristics, and the biome is made of a combination of the first layer and the one or more second visual layers.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts

24.

Systems and Methods for Dynamically, Automatically Generating and/or Filtering Shadow Maps in a Video Game

      
Application Number 18053100
Status Pending
Filing Date 2022-11-07
First Publication Date 2023-05-18
Owner ACTIVISION PUBLISHING, INC. (USA)
Inventor
  • Myers, Kevin Andrew De Zeng
  • Uhlik, Michael Jonathan

Abstract

The present specification describes systems and methods for dynamically modulating a resolution of shadows corresponding to lights in a frame of a video game scene. The shadows are generated by a module executed at least in part on a player's computing device in data communication with at least one host computer. A memory budget, also referred to as an allocated memory, is first defined. A size of each of the shadow maps corresponding to the lights is determined. An overall size of the shadow maps is also determined, along with a composite scaling factor for each of the lights. The composite scaling factor is applied across each of the shadows maps if the overall size exceeds a predefined threshold percentage of the memory budget.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

25.

Computer-Implemented Methods for Generating Level of Detail Assets for Dynamic Rendering During a Videogame Session

      
Application Number 18053828
Status Pending
Filing Date 2022-11-09
First Publication Date 2023-05-18
Owner Activision Publishing, Inc. (USA)
Inventor
  • Kohler, Johan
  • Manson, Josiah Michael Bartoszek

Abstract

The present specification discloses systems and methods of creating a point cloud around a portion of a virtual landscape of a video game. A mesh is generated based on the point cloud, and then the mesh is simplified to create a series of proxy meshes that are dynamically used to render level of detail (LOD) visual assets.

IPC Classes  ?

  • A63F 13/537 - 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
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation

26.

Systems and Methods for Dynamically Enabling Feature Changes in a Mobile Game

      
Application Number 17938095
Status Pending
Filing Date 2022-10-05
First Publication Date 2023-04-13
Owner Activision Publishing, Inc. (USA)
Inventor Plummer, Christopher Eugene

Abstract

A method for selecting a mode for interacting with a video game is provided. The method includes identifying an input to the video game and providing the game in a first mode based on the identified input. The method further includes providing the game in a second mode based on identifying a change to the input.

IPC Classes  ?

  • 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 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/428 - 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 involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/837 - Shooting of targets

27.

Multiplayer Video Games with Virtual Characters Having Dynamically Modified Fields of View

      
Application Number 18054218
Status Pending
Filing Date 2022-11-10
First Publication Date 2023-04-06
Owner Activision Publishing, Inc. (USA)
Inventor Salik, Omer

Abstract

A multiplayer game implementing a method for generating a plurality of training virtual areas; generating at least one GUI to display a list of the plurality of training virtual areas; using the at least one GUI, enabling a player to choose one of the plurality of training virtual areas, wherein said one of the plurality of training virtual areas is associated with at least one attribute; allowing the player to navigate a virtual character to said one of the plurality of training virtual areas; monitoring an activity of the virtual character in said one of the plurality of training virtual areas; determining a value of the at least one attribute based on the monitored activity; and updating a first attributes profile of the virtual character to a second attributes profile based on the determined value of the at least one attribute.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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

28.

Methods and systems for continuing to execute a simulation after processing resources go offline

      
Application Number 18054238
Grant Number 11896905
Status In Force
Filing Date 2022-11-10
First Publication Date 2023-04-06
Grant Date 2024-02-13
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.
  • Lewis, Nathan T.

Abstract

A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/63 - 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 the player, e.g. authoring using a level editor
  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • 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 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • 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

29.

Systems and methods for guiding actors using a motion capture reference system

      
Application Number 18058030
Grant Number 11709551
Status In Force
Filing Date 2022-11-22
First Publication Date 2023-03-16
Grant Date 2023-07-25
Owner Activision Publishing, Inc. (USA)
Inventor
  • Sanders, Michael
  • Wu, Xianchun
  • Pohle, Sven

Abstract

The specification discloses methods and systems for enabling users to configure one or more actuators in data communication with a user's computing device and positioned on a prop to generate and deliver feedback to a motion capture actor engaged with the prop. At least one graphical interface in the computing device is configured to enable the user to configure occurrence of at least one event during a scene, associate a time and duration of occurrence to the at least one event within an overall duration of the scene, select the prop, assign the at least one event and the associated time and duration of occurrence to at least one actuator on the prop, configure at least one parameter for the feedback, and activate the at least one actuator to generate and deliver the feedback to the actor in response to an occurrence of the at least one event.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • G06F 3/04842 - Selection of displayed objects or displayed text elements
  • G06V 40/20 - Movements or behaviour, e.g. gesture recognition
  • G06V 40/10 - Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands

30.

System and Method of Generating and Providing Interactive Annotation Items Based on Triggering Events in a Video Game

      
Application Number 17817823
Status Pending
Filing Date 2022-08-05
First Publication Date 2023-01-26
Owner Activision Publishing, Inc. (USA)
Inventor De La Cruz, Allen Joseph

Abstract

A system and method is provided that automatically annotates gameplay based on triggering events that occur during a gameplay session. The system may automatically annotate the gameplay in real-time, such as during a gameplay session associated with an electronic-sports tournament. For example, the system may obtain and parse a game log corresponding to the gameplay session, identify triggering events based on the game log, obtain an annotation rule associated with the triggering event, generate an annotation item based on the annotation rule, and cause the annotation item to be presented in association with video of the gameplay session. An annotation item may be displayed interactively such that, when selected, causes the system to take an action. The action may include obtaining additional information relating to the selected annotation item; saving, sharing, liking/disliking or commenting on the selected annotation item; removing the selected annotation item from a display, and/or other actions.

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 13/537 - 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
  • A63F 13/86 - Watching games played by other players
  • A63F 13/63 - 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 the player, e.g. authoring using a level editor
  • 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 13/5375 - 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

31.

System and Method for Creating and Streaming Augmented Game Sessions

      
Application Number 17818830
Status Pending
Filing Date 2022-08-10
First Publication Date 2023-01-26
Owner Activision Publishing, Inc. (USA)
Inventor
  • Kohler, Johan
  • Nandakumar, Bharathwaj

Abstract

An approach is provided for streaming of media streams (e.g., from a game console). In one implementation, a media stream that includes a secondary view of the game world may be generated at the game console. The secondary view may be of a lower-quality version of a primary view of the game world. The generation of the media stream may include: prefetching, to a cache of the game console, portions of the primary view and/or instructions for encoding the portions; and encoding, based on the prefetching, the portions to produce the secondary view. In another implementation, game play information may be executed to reproduce previous game play of a previous game session during a reproduction of the previous game session. Augmentation content may be added to the reproduced game session during the reproduction of the previous game session, creating an augmented game session having one or more views for streaming.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • H04N 21/4402 - Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to MPEG-4 scene graphs involving reformatting operations of video signals for household redistribution, storage or real-time display
  • H04N 21/63 - Control signaling between client, server and network components; Network processes for video distribution between server and clients, e.g. transmitting basic layer and enhancement layers over different transmission paths, setting up a peer-to-peer communication via Internet between remote STB's; Communication protocols; Addressing
  • A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
  • A63F 13/497 - Partially or entirely replaying previous game actions

32.

Systems and methods for pivoting player-controlled avatars in video games

      
Application Number 17816880
Grant Number 11794104
Status In Force
Filing Date 2022-08-02
First Publication Date 2023-01-26
Grant Date 2023-10-24
Owner Activision Publishing, Inc. (USA)
Inventor
  • Stine, Matthew John
  • Pierson, Cody Palmatier

Abstract

Systems and methods are described for imparting dynamic, non-linear and realistic movement and look and feel to a player's/virtual character's first-person limbs and hand-held object model, and procedurally animating a first-person virtual camera such that it simulates the movement of a camera handheld by the player/virtual character. To impart chaotic or random motion to the first-person limbs and hand-held object model a first module defines and implements first and second two dimensional mass-spring-damper systems, each of which is linked to the player's/virtual vector's view vector. Procedural animation or rotational shake is implemented by a second module by applying a coherent noise function to each of the six axes of the first-person virtual camera.

IPC Classes  ?

  • A63F 13/53 - 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
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • 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 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game

33.

Systems and methods for controlling camera perspectives, movements, and displays of video game gameplay

      
Application Number 17812123
Grant Number 11839814
Status In Force
Filing Date 2022-07-12
First Publication Date 2023-01-05
Grant Date 2023-12-12
Owner Activision Publishing, Inc. (USA)
Inventor Sanders, Michael

Abstract

In a multiplayer video game, virtual cameras are controlled by continually assessing and ranking storylines relating to the interactions of various players during a game session. A ranking for each storyline may be based on various factors such as, but not limited to, what the players can see, the distance between certain players, nearby game items or in-game. Subsequently, at least one virtual camera is navigated to provide a view of the highest-ranking storyline, subject to certain limitations on how the camera can move, transition, or otherwise display the interactions between players. In embodiments, a set of rules including rules of cinematography, are used to provide additional control of the movement of the virtual camera. In embodiments, movements of a human camera-person are used on a mocap system to control the movement of the virtual camera.

IPC Classes  ?

  • A63F 13/525 - Changing parameters of virtual cameras
  • A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
  • A63F 13/86 - Watching games played by other players

34.

System and Method for Providing Continuous Gameplay in a Multiplayer Video Game Through an Unbounded Gameplay Session

      
Application Number 17812968
Status Pending
Filing Date 2022-07-15
First Publication Date 2023-01-05
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.
  • Lewis, Nathan T.

Abstract

A system and method is provided for continuous gameplay in a multiplayer video game through an unbounded gameplay session. Players may join, exit, and later rejoin a given unbounded gameplay session at any time. A given unbounded gameplay session may therefore continue indefinitely so long as at least one player wishes to continue to gameplay. To facilitate an unbounded gameplay session, the system may score players using time-based or other parameters in a manner that is fair to players who have been playing in the unbounded gameplay session longer than other players.

IPC Classes  ?

  • 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 13/46 - Computing the game score
  • 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session

35.

System and Method for Customizing a Replay of One or More Game Events in a Video Game

      
Application Number 17662253
Status Pending
Filing Date 2022-05-06
First Publication Date 2022-10-20
Owner Activision Publishing, Inc. (USA)
Inventor Condrey, Michael

Abstract

A system and method for customizing a replay of one or more game events in a video game is provided. During a gameplay session, a trigger event is detected prompting a replay of the trigger event in-game. One or more system-defined customization templates and/or user-defined customization templates may be applied to customize the trigger event replay.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/63 - 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 the player, e.g. authoring using a level editor

36.

Systems and Methods for Dynamically Generating and Modulating Music Based on Gaming Events, Player Profiles and/or Player Reactions

      
Application Number 17660460
Status Pending
Filing Date 2022-04-25
First Publication Date 2022-10-06
Owner Activision Publishing, Inc. (USA)
Inventor Estanislao, Jon Ray

Abstract

The application describes methods and systems for dynamically generating a music clip for rendering at client devices in a multi-player gaming network. Player data and event data are acquired and classified into two or more profiles. The music clip is then generated by identifying a mood based on one of the two or more event profiles and one of the two or more player profiles and modulating one or more music elements of a segment of audio data based on the identified mood.

IPC Classes  ?

  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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

37.

Systems and Methods for Controlling Camera Perspectives, Movements, and Displays of Video Game Gameplay

      
Application Number 17654839
Status Pending
Filing Date 2022-03-15
First Publication Date 2022-09-01
Owner Activision Publishing, Inc. (USA)
Inventor
  • Tieger, Matthew
  • Duncan, Matthew
  • Wetmiller, John Philippe
  • Krystek, Matthew John

Abstract

In a multiplayer video game, virtual cameras are controlled by continually assessing and ranking storylines relating to the interactions of various players during a game session. A ranking for each storyline may be based on various factors such as, but not limited to, what the players can see, the distance between certain players, nearby game items or in-game. Subsequently, at least one virtual camera is navigated to provide a view of the highest-ranking storyline, subject to certain limitations on how the camera can move, transition, or otherwise display the interactions between players.

IPC Classes  ?

  • A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/86 - Watching games played by other players

38.

Systems and methods for incentivizing player participation in bonus game play sessions

      
Application Number 17650337
Grant Number 11806626
Status In Force
Filing Date 2022-02-08
First Publication Date 2022-07-28
Grant Date 2023-11-07
Owner Activision Publishing, Inc. (USA)
Inventor
  • Lin, Jason
  • Yan, Paul Derek
  • Stout, Michael James
  • Neil, Daniel
  • Fricks, Brian Thomas

Abstract

Systems and methods enable most valuable players (MVPs) of a gameplay session to play a bonus gameplay session where other players (non-MVP players) participate as player-spectators in online video games and, through a collective voting mechanism or through active interaction, determine the occurrence of certain events or contents of the bonus gameplay in real time. In this manner, non-MVP players are able to directly affect the course of the bonus gameplay.

IPC Classes  ?

  • 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 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
  • A63F 13/86 - Watching games played by other players
  • 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 13/88 - Mini-games executed independently while main games are being loaded
  • 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 13/85 - Providing additional services to players
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/45 - Controlling the progress of the video game

39.

Systems and methods for dynamically modifying video game content based on non-video gaming content being concurrently experienced by a user

      
Application Number 17579932
Grant Number 11704703
Status In Force
Filing Date 2022-01-20
First Publication Date 2022-07-07
Grant Date 2023-07-18
Owner Activision Publishing, Inc. (USA)
Inventor Eatedali, Josiah

Abstract

The disclosed systems and methods integrate gaming functionality with viewing a video program. Systems and methods for generating an interactive multimedia game for a user during the viewing of a video program by the user includes a host computer that generates the game in a context of the video program viewed on a first graphical user interface and recommends the video game to the user. The user may opt to engage with the video game on a second graphical user interface, which may be overlaid on the first graphical user interface.

IPC Classes  ?

  • G06Q 30/0241 - Advertisements
  • G06Q 30/0601 - Electronic shopping [e-shopping]
  • G06F 40/30 - Semantic analysis
  • G06Q 50/00 - Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition

40.

Systems and methods for improved collision detection in video games

      
Application Number 17645845
Grant Number 11794107
Status In Force
Filing Date 2021-12-23
First Publication Date 2022-06-30
Grant Date 2023-10-24
Owner Activision Publishing, Inc. (USA)
Inventor Kutcher, Benjamin

Abstract

The patent discloses improved methods and systems for detecting a collision between a player controlled virtual character in a video game and an object positioned on a surface in a virtual environment of the video game. Two geometric models are defined, one of which is preferably a cylinder and the other of which is preferably a capsule. For a frame of the video game, data indicative of a position, velocity and direction of the virtual character is acquired and, in a subsequent frame, data indicative of another position of the virtual character is acquired. The first geometric model is moved vertically downward by a predefined distance to identify a level of the ground surface and the second geometric model is moved horizontally forward to detect a collision of the virtual character with the object.

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 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars

41.

Distributed data storage system providing enhanced security

      
Application Number 17563155
Grant Number 11853439
Status In Force
Filing Date 2021-12-28
First Publication Date 2022-06-30
Grant Date 2023-12-26
Owner Activision Publishing, Inc. (USA)
Inventor Paquet, Philippe Louis Yves

Abstract

The present specification describes computer-implemented methods and systems for secure storage and transmission of data in a distributed network environment. In embodiments, each piece of data is transformed in to multiple pieces of metadata. Each piece of metadata is transmitted and stored on a different server, which is selected from separate pools of servers.

IPC Classes  ?

  • G06F 21/60 - Protecting data
  • G06F 21/62 - Protecting access to data via a platform, e.g. using keys or access control rules

42.

Methods and Systems for Determining Decal Projections Intersecting Spacial Units in a Frame of a Game Space

      
Application Number 17645851
Status Pending
Filing Date 2021-12-23
First Publication Date 2022-06-30
Owner Activision Publishing, Inc. (USA)
Inventor
  • Szymczyk, Michal
  • Drobot, Michal Dominik
  • Vance, Michael Kenneth

Abstract

A method of shading spatial units while rendering a frame in a video game. Initially, the virtual camera field of view is divided into a group of spatial units and each spatial unit in the group of spatial units is tested to determine which decals intersect the spatial unit. To do so, an initial list of decals associated with a given game space is tested. Once a subset of decals for a given spatial unit is identified, that spatial unit is subdivided further into smaller spatial units. The smaller spatial units are tested again, however, instead of using the initial list of decals, only the smaller subset of decals that was identified is used. The iterative process of subdividing the spatial units into smaller and smaller spatial units and testing each spatial unit continues until a given (higher) resolution is reached for the game space.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06T 15/20 - Perspective computation
  • G06T 15/80 - Shading

43.

Methods and Systems for Generating and Managing Active Objects in Video Games

      
Application Number 17645861
Status Pending
Filing Date 2021-12-23
First Publication Date 2022-06-30
Owner Activision Publishing, Inc. (USA)
Inventor Cournoyer, Simon

Abstract

A method of managing evolution of an active object in a game space based on interaction of one or more players with the active object, the method including the following steps implemented concurrently and independently by server-side and client-side modules: acquiring data indicative of a first player's interaction with the active object during gameplay; determining data indicative of a first state of the active object and data indicative of a first attribute associated with the first state; determining altered state data indicative of a second state of the active object, wherein a second attribute is associated with the second state; and determining evolved object data indicative of a change from the first attribute to the second attribute. Further, the client-side module uses the evolved object data to render the active object on the first player's client device in the second state and the second attribute.

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 13/58 - 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

44.

Methods and Systems for Dynamically Selecting and Modifying Digital Assets Within Game Elements of a Multiplayer Video Game

      
Application Number 17643443
Status Pending
Filing Date 2021-12-09
First Publication Date 2022-06-09
Owner Activision Publishing, Inc. (USA)
Inventor Salik, Omer

Abstract

The present specification describes computer-implemented methods and systems for selecting and modifying messaging within a virtual gaming environment. Digital assets are selectively placed at various locations within scenes of the virtual gaming environment for improved visibility and impact. The scenes are evaluated and scored based on past, real time and predicted game data, to determine scores. The scores are used to identify values of digital asset placement within those scenes.

IPC Classes  ?

  • A63F 13/61 - 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 using advertising information
  • 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

45.

System and method for providing dynamically variable maps in a video game

      
Application Number 17643467
Grant Number 11857876
Status In Force
Filing Date 2021-12-09
First Publication Date 2022-06-02
Grant Date 2024-01-02
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.
  • Lewis, Nathan T.

Abstract

A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list

46.

Systems and methods for imparting dynamic and realistic movement to player-controlled avatars in video games

      
Application Number 17095410
Grant Number 11439904
Status In Force
Filing Date 2020-11-11
First Publication Date 2022-05-12
Grant Date 2022-09-13
Owner Activision Publishing, Inc. (USA)
Inventor
  • Stine, Matthew John
  • Pierson, Cody Palmatier

Abstract

Systems and methods are described for imparting dynamic, non-linear and realistic movement and look and feel to a player's/virtual character's first-person limbs and hand-held object model, and procedurally animating a first-person virtual camera such that it simulates the movement of a camera handheld by the player/virtual character. To impart chaotic or random motion to the first-person limbs and hand-held object model a first module defines and implements first and second two dimensional mass-spring-damper systems, each of which is linked to the player's/virtual vector's view vector. Procedural animation or rotational shake is implemented by a second module by applying a coherent noise function to each of the six axes of the first-person virtual camera.

IPC Classes  ?

  • A63F 13/53 - 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
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • 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 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game

47.

Systems and Methods for Procedurally Animating a Virtual Camera Associated with Player-Controlled Avatars in Video Games

      
Application Number 17095421
Status Pending
Filing Date 2020-11-11
First Publication Date 2022-05-12
Owner Activision Publishing, Inc. (USA)
Inventor
  • Stine, Matthew John
  • Pierson, Cody Palmatier

Abstract

Systems and methods are described for imparting dynamic, non-linear and realistic movement and look and feel to a player's/virtual character's first-person limbs and hand-held object model, and procedurally animating a first-person virtual camera such that it simulates the movement of a camera handheld by the player/virtual character. To impart chaotic or random motion to the first-person limbs and hand-held object model a first module defines and implements first and second two dimensional mass-spring-damper systems, each of which is linked to the player's/virtual vector's view vector. Procedural animation or rotational shake is implemented by a second module by applying a coherent noise function to each of the six axes of the first-person virtual camera.

IPC Classes  ?

48.

Systems and methods for providing a tailored video game based on a player defined time period

      
Application Number 17453442
Grant Number 11883745
Status In Force
Filing Date 2021-11-03
First Publication Date 2022-04-28
Grant Date 2024-01-30
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Schonfeld, Robert D.

Abstract

The present specification describes systems and methods for customizing a video game to a player defined time period. Content units of a video game are selected based on at least one of multiple pre-defined criteria. Content units are then edited to fit into the player defined time period. Game gear required for playing the selected content units is determined. The edited content units and the selected game gear are provided to the player to play within the player defined time period.

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

49.

Methods and systems for selecting a level of detail visual asset during the execution of a video game

      
Application Number 17037297
Grant Number 11724188
Status In Force
Filing Date 2020-09-29
First Publication Date 2022-03-31
Grant Date 2023-08-15
Owner Activision Publishing, Inc. (USA)
Inventor Raymond, Rulon Joseph

Abstract

In a process for selecting a LOD visual asset from a set of pre-generated LOD visual assets for rendering during gameplay, data representative of the set of pre-generated LOD visual assets and associated switch distances is accessed. One or more variables related to the client devices and/or the gameplay being rendered on the client devices is monitored. Thereafter, either a first action of applying at least one corrective factor to the associated switch distance in order to generate modulated switch distances and then selecting a LOD from the set of pre-generated generated LOD visual assets based on one of the modulated switch distances or a second action of selecting a LOD visual asset from the set of pre-generated LOD visual assets based on the associated switch distances corresponding to the selected LOD visual asset is performed.

IPC Classes  ?

  • A63F 13/537 - 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
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • G06T 15/00 - 3D [Three Dimensional] image rendering

50.

Methods and systems for generating level of detail visual assets in a video game

      
Application Number 17037262
Grant Number 11833423
Status In Force
Filing Date 2020-09-29
First Publication Date 2022-03-31
Grant Date 2023-12-05
Owner Activision Publishing, Inc. (USA)
Inventor Raymond, Rulon Joseph

Abstract

Systems and methods of generating, selecting and rendering level of detail (LOD) visual assets are described. In an offline process for auto-generating the LOD visual assets, a LOD management module receives data representative of a LOD visual asset of an object model and its associated switch distance and iteratively reduces a polygon mesh complexity of the LOD visual asset to generate a lower complexity LOD visual asset along with its associated offline authored switch distance. Data representative of the LOD visual assets is presented in one or more GUIs to enable a user to optimize the data. Subsequently, a rendering module selects a LOD visual asset based on its associated switch distance or a modulated switch distance. The modulated switch distance is determined by applying one or more corrective factors to the associated switch distance.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • G06F 3/04847 - Interaction techniques to control parameter settings, e.g. interaction with sliders or dials

51.

Methods and systems for generating modified level of detail visual assets in a video game

      
Application Number 17037309
Grant Number 11717753
Status In Force
Filing Date 2020-09-29
First Publication Date 2022-03-31
Grant Date 2023-08-08
Owner Activision Publishing, Inc. (USA)
Inventor Raymond, Rulon Joseph

Abstract

A method for generating at least one proxy level of detail (LOD) visual asset for contents of a grid cell of a game map is described. A LOD management engine receives data indicative of grid cell contents and at least one function is applied to the data. The LOD engine generates a base proxy LOD visual asset representative of the data and an associated base proxy switch distance as a result of the applying, received by a LOD management module which generates a first proxy LOD visual asset by iteratively reducing a polygon mesh complexity of the base proxy LOD visual asset until a maximum geometric deviation of the first proxy LOD visual asset approaches a predefined threshold value. The LOD management module generates a first proxy switch distance at which the predefined threshold value, when projected on a display of a default resolution, comprises a predefined number of pixels.

IPC Classes  ?

  • A63F 13/537 - 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
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • G06F 3/04847 - Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus

52.

Systems and methods for determining game events based on a crowd advantage of one or more players in the course of a multi-player video game play session

      
Application Number 17447801
Grant Number 11666831
Status In Force
Filing Date 2021-09-15
First Publication Date 2022-03-03
Grant Date 2023-06-06
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Estanislao, Jon
  • Pouliot, Etienne
  • Bergeron, Dave
  • Babin, Maxime
  • Notaro, Mario Beckman

Abstract

The present specification describes systems and methods that enable non-players to participate as spectators in online video games and, through a collective voting mechanism, determine the occurrence of certain events or contents of the gameplay in real time. Game event options are generated and presented to non-players. A specific one of the game event options is then selected based on a collective vote of the non-players. Once selected, the specific one or more of the game event options are then generated as actual gaming events and incorporated into a video game stream that is transmitted to the players as part of the gameplay session. In this manner, non-players may be able to directly affect the course of gameplay.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • 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 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/85 - Providing additional services to players
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

53.

Multiplayer video games with virtual characters having dynamically generated attribute profiles unconstrained by predefined discrete values

      
Application Number 16996015
Grant Number 11351459
Status In Force
Filing Date 2020-08-18
First Publication Date 2022-02-24
Grant Date 2022-06-07
Owner Activision Publishing, Inc. (USA)
Inventor Salik, Omer

Abstract

A multiplayer game implementing a method for generating a plurality of training virtual areas; generating at least one GUI to display a list of the plurality of training virtual areas; using the at least one GUI, enabling a player to choose one of the plurality of training virtual areas, wherein said one of the plurality of training virtual areas is associated with at least one attribute; allowing the player to navigate a virtual character to said one of the plurality of training virtual areas; monitoring an activity of the virtual character in said one of the plurality of training virtual areas; determining a value of the at least one attribute based on the monitored activity; and updating a first attributes profile of the virtual character to a second attributes profile based on the determined value of the at least one attribute.

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 13/58 - 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

54.

Multiplayer video games with virtual characters having dynamically modified fields of view

      
Application Number 16996021
Grant Number 11524234
Status In Force
Filing Date 2020-08-18
First Publication Date 2022-02-24
Grant Date 2022-12-13
Owner Activision Publishing, Inc. (USA)
Inventor Salik, Omer

Abstract

A multiplayer game implementing a method for generating a plurality of training virtual areas; generating at least one GUI to display a list of the plurality of training virtual areas; using the at least one GUI, enabling a player to choose one of the plurality of training virtual areas, wherein said one of the plurality of training virtual areas is associated with at least one attribute; allowing the player to navigate a virtual character to said one of the plurality of training virtual areas; monitoring an activity of the virtual character in said one of the plurality of training virtual areas; determining a value of the at least one attribute based on the monitored activity; and updating a first attributes profile of the virtual character to a second attributes profile based on the determined value of the at least one attribute.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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

55.

INDIVIDUALIZED GAME DATA AUGMENTED DISPLAYS

      
Application Number 17395110
Status Pending
Filing Date 2021-08-05
First Publication Date 2021-11-25
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Schonfeld, Rob

Abstract

Information may be provided to smartphones to allow users to display video game characters of other individuals in a social or other setting, outside of and/or independent of game play of the video game. The smartphones may read information, for example of a badge or a face, and use the information to obtain information of a visual representation of a virtual game character of another person. The information of the game character may also be used for displays in a virtual reality game, results of which may be used to update game character status in a video game.

IPC Classes  ?

  • A63F 13/825 - Fostering virtual characters
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/655 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player

56.

Methods and systems to modify two dimensional facial images in a video to generate, in real-time, facial images that appear three dimensional

      
Application Number 17215173
Grant Number 11423556
Status In Force
Filing Date 2021-03-29
First Publication Date 2021-09-16
Grant Date 2022-08-23
Owner Activision Publishing, inc. (USA)
Inventor
  • Yan, Paul D.
  • Vorachart, Thitikun

Abstract

The specification describes methods and systems for increasing a dimensional depth of a two-dimensional image of a face to yield a face image that appears three dimensional. The methods and systems identify key points on the 2-D image, obtain a texture map for the 2-D image, determines one or more proportions within the 2-D image, and adjusts the texture map of the 3-D model based on the determined one or more proportions within the 2-D image.

IPC Classes  ?

  • G06T 7/50 - Depth or shape recovery
  • G06T 11/00 - 2D [Two Dimensional] image generation
  • G06V 10/75 - Image or video pattern matching; Proximity measures in feature spaces using context analysis; Selection of dictionaries
  • G06V 20/64 - Three-dimensional objects
  • G06V 40/16 - Human faces, e.g. facial parts, sketches or expressions
  • G06T 15/04 - Texture mapping

57.

Methods and systems for determining the authenticity of modified objects in a virtual environment

      
Application Number 17202677
Grant Number 11957984
Status In Force
Filing Date 2021-03-16
First Publication Date 2021-09-02
Grant Date 2024-04-16
Owner Activision Publishing, Inc. (USA)
Inventor
  • Kawachiya, Kiyokuni
  • Tatsubori, Michiaki

Abstract

A server computer is connected to a plurality of client computers through a network, and controls objects in a Metaverse accessed by the client computers. The server computer includes a storage unit for storing an object ID specifying an object accessible in the Metaverse by the plurality of client computers and authenticity information associated with the object ID. The authenticity information indicates that the object is genuine. The server computer also includes a communication unit for communicating with each of the client computers. The server computer also includes an enquiry unit for causing the communication unit to transmit the authenticity information corresponding to the object ID to at least one of the plurality of client computers upon receipt of an enquiry request to enquire about the object ID of the object from one of the plurality of client computers.

IPC Classes  ?

  • A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
  • A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06F 21/64 - Protecting data integrity, e.g. using checksums, certificates or signatures
  • G06N 3/006 - Artificial life, i.e. computing arrangements simulating life based on simulated virtual individual or collective life forms, e.g. social simulations or particle swarm optimisation [PSO]

58.

Systems and methods for controlling camera perspectives, movements, and displays of video game gameplay

      
Application Number 17127728
Grant Number 11420122
Status In Force
Filing Date 2020-12-18
First Publication Date 2021-07-08
Grant Date 2022-08-23
Owner Activision Publishing, Inc. (USA)
Inventor Sanders, Michael

Abstract

In a multiplayer video game, virtual cameras are controlled by continually assessing and ranking storylines relating to the interactions of various players during a game session. A ranking for each storyline may be based on various factors such as, but not limited to, what the players can see, the distance between certain players, nearby game items or in-game. Subsequently, at least one virtual camera is navigated to provide a view of the highest-ranking storyline, subject to certain limitations on how the camera can move, transition, or otherwise display the interactions between players. In embodiments, a set of rules including rules of cinematography, are used to provide additional control of the movement of the virtual camera. In embodiments, movements of a human camera-person are used on a mocap system to control the movement of the virtual camera.

IPC Classes  ?

  • A63F 13/525 - Changing parameters of virtual cameras
  • A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball

59.

Systems and methods for tracking and identifying phishing website authors

      
Application Number 17118112
Grant Number 11563774
Status In Force
Filing Date 2020-12-10
First Publication Date 2021-07-01
Grant Date 2023-01-24
Owner Activision Publishing, Inc. (USA)
Inventor Paquet, Philippe Louis Yves

Abstract

A method of tracking phishing activity is disclosed. A request to download a webpage hosted as part of a legitimate website on a server is initiated. The request includes identification data pertaining to at least one user computing device. The identification data is extracted from the request. A unique identifier corresponding to the extracted identification data is generated. Fingerprint data is generated using at least a subset of the extracted identification data. The unique identifier, the extracted identification data and the fingerprint data is stored. The fingerprint data is encoded into a program and/or data associated with the webpage to generate a modified webpage. The modified webpage is transmitted from the server to the user computing device in response to the request.

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 9/40 - Network security protocols
  • G06F 16/957 - Browsing optimisation, e.g. caching or content distillation
  • H04L 61/5007 - Internet protocol [IP] addresses
  • H04L 101/663 - Transport layer addresses, e.g. aspects of transmission control protocol [TCP] or user datagram protocol [UDP] ports

60.

System and method for streaming game sessions to third party gaming consoles

      
Application Number 17135394
Grant Number 11446582
Status In Force
Filing Date 2020-12-28
First Publication Date 2021-06-24
Grant Date 2022-09-20
Owner Activision Publishing, Inc. (USA)
Inventor
  • Kohler, Johan
  • Nandakumar, Bharathwaj

Abstract

An approach is provided for streaming of media streams (e.g., from a game console). In one implementation, a media stream that includes a secondary view of the game world may be generated at the game console. The secondary view may be of a lower-quality version of a primary view of the game world. The generation of the media stream may include: prefetching, to a cache of the game console, portions of the primary view and/or instructions for encoding the portions; and encoding, based on the prefetching, the portions to produce the secondary view. In another implementation, game play information may be executed to reproduce previous game play of a previous game session during a reproduction of the previous game session. Augmentation content may be added to the reproduced game session during the reproduction of the previous game session, creating an augmented game session having one or more views for streaming.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/86 - Watching games played by other players
  • H04N 21/4402 - Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to MPEG-4 scene graphs involving reformatting operations of video signals for household redistribution, storage or real-time display
  • H04N 21/63 - Control signaling between client, server and network components; Network processes for video distribution between server and clients, e.g. transmitting basic layer and enhancement layers over different transmission paths, setting up a peer-to-peer communication via Internet between remote STB's; Communication protocols; Addressing
  • A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
  • A63F 13/497 - Partially or entirely replaying previous game actions

61.

Synchronized, fully programmable game controllers

      
Application Number 17131282
Grant Number 11911689
Status In Force
Filing Date 2020-12-22
First Publication Date 2021-06-17
Grant Date 2024-02-27
Owner Activision Publishing, Inc. (USA)
Inventor
  • Jones, Allan
  • Iyer, Karthik

Abstract

Embodiments of the present specification provide systems and methods for operating game controllers. Microprocessor-controlled game controllers enable recreation of identical gaming scenarios with precision and accuracy. At least one microprocessor is connected to one or more game controllers. The microprocessor is programmed to synchronize the game controllers externally. Additionally, the microprocessor is programmed to modify one or more game controls that are provided by the game controllers. In embodiments of the present specification, game controllers are embedded with a wireless microcontroller that allow for remote feeding of commands to the microcontrollers.

IPC Classes  ?

  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • A63F 13/92 - Video game devices specially adapted to be hand-held while playing
  • 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
  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet

62.

Systems and methods for guiding actors using a motion capture reference system

      
Application Number 17123976
Grant Number 11537209
Status In Force
Filing Date 2020-12-16
First Publication Date 2021-06-17
Grant Date 2022-12-27
Owner Activision Publishing, Inc. (USA)
Inventor
  • Sanders, Michael
  • Wu, Xianchun
  • Pohle, Sven

Abstract

The specification discloses methods and systems for enabling users to configure one or more actuators in data communication with a user's computing device and positioned on a prop to generate and deliver feedback to a motion capture actor engaged with the prop. At least one graphical interface in the computing device is configured to enable the user to configure occurrence of at least one event during a scene, associate a time and duration of occurrence to the at least one event within an overall duration of the scene, select the prop, assign the at least one event and the associated time and duration of occurrence to at least one actuator on the prop, configure at least one parameter for the feedback, and activate the at least one actuator to generate and deliver the feedback to the actor in response to an occurrence of the at least one event.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • G06F 3/04842 - Selection of displayed objects or displayed text elements
  • G06V 40/20 - Movements or behaviour, e.g. gesture recognition
  • G06V 40/10 - Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands

63.

Methods and systems for generating a video game stream based on an obtained game log

      
Application Number 17122670
Grant Number 11679333
Status In Force
Filing Date 2020-12-15
First Publication Date 2021-06-10
Grant Date 2023-06-20
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.

Abstract

A system and method is provided that generates a game log that specifies game events during gameplay to enable efficient distribution of video game playback, facilitates the annotation of gameplay through content from users and others, and generates a video game stream that includes the game log and content. The system facilitates the efficient sharing of video game playback, as well as annotations from users and others. For example, e-sportscasters may use the system to broadcast video game playback with their commentary and/or graphical overlays. Video game players may use the system to share video game playback efficiently with other users. The system may also facilitate the sharing of loadout conditions and micro-transactions relevant to video game playback.

IPC Classes  ?

  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/497 - Partially or entirely replaying previous game actions

64.

System and method for providing conditional access to virtual gaming items

      
Application Number 17086594
Grant Number 11712627
Status In Force
Filing Date 2020-11-02
First Publication Date 2021-05-13
Grant Date 2023-08-01
Owner Activision Publishing, Inc. (USA)
Inventor Zien, Brandon Myles

Abstract

The present specification describes a system and method for providing conditional access to a virtual gaming item possessed by a first player of a video game to a second player. The method includes: creating a database of conditionally accessible virtual items, wherein said accessibility is determined based on at least one predefined condition; modifying an attribute of the virtual item for making the second player aware that said item is available for conditional access for a predefined period of time; fulfilling, by the second player, at least one access condition; and providing accessibility to the item to the second player for the predefined period of time.

IPC Classes  ?

  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
  • 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 13/533 - 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
  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode

65.

Systems and methods for remastering a game space while maintaining the underlying game simulation

      
Application Number 17085599
Grant Number 11423605
Status In Force
Filing Date 2020-10-30
First Publication Date 2021-05-06
Grant Date 2022-08-23
Owner Activision Publishing, Inc. (USA)
Inventor
  • Hennessy, Padraic
  • Todisco, Kevin A.
  • Stewart, Jeffrey Allen
  • Lee, Jeffrey Wai
  • Bishop, Matthew James
  • Stapp, Acy James
  • Lopez, Juan Gustavo Salvador Samour
  • Abram, Alan
  • Hadden, Taylor Courtney
  • Staples, Nathaniel Derrick

Abstract

Embodiments of the present specification provide systems and methods to provide a 3D experience in a 2D game, while using the same underlying gaming engine. A 2D game space representing an axonometric projection is overlaid with 3D visuals, in a way that the original 2D simulation can still be used to run the game. In embodiments, a set of custom tools are used to map the 2D ground plane to a 3D ground plane. The 2D objects are then mapped into 3D objects. The 3D game environment corresponding to the original 2D game layout is created at backend by one or more individuals, using custom graphic tools. Dynamic player remap in 3D is generated in real time while the player engages with the 2D game. Therefore, while a player is playing the 2D game, a dynamic equivalent of the game in 3D is rendered.

IPC Classes  ?

66.

Flexible online pre-ordering system for media

      
Application Number 17095072
Grant Number 11741530
Status In Force
Filing Date 2020-11-11
First Publication Date 2021-05-06
Grant Date 2023-08-29
Owner Activision Publishing, Inc. (USA)
Inventor Schonfeld, Robert D.

Abstract

The disclosed electronic commerce cloud-based media retailing systems and methods enable customers to execute a purchase intention of a digital product before that product is officially released for distribution. The ecommerce system comprises a digital entitlement engine and is particularly suited to pre-sell entitlements to digital products such as, but not limited to, video games, computer software, movies, and other entertainment media.

IPC Classes  ?

67.

Video Game Content Aggregation, Normalization, and Publication Systems and Methods

      
Application Number 17095120
Status Pending
Filing Date 2020-11-11
First Publication Date 2021-05-06
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Schonfeld, Robert

Abstract

The present specification describes a system and method for aggregating user results, rankings and statistical data associated with playing video games across two or more games, normalizing the aggregated data to unified values and presenting the aggregated and unified data via an interface, such that data from one game may be fairly combined and/or compared to data from another game. The present system allows a user to obtain a unified ranking across multiple games, especially when the games are of a similar genre.

IPC Classes  ?

  • 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/798 - 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

68.

Methods and systems for increasing player engagement in multiplayer gaming environments

      
Application Number 17019070
Grant Number 11097193
Status In Force
Filing Date 2020-09-11
First Publication Date 2021-03-11
Grant Date 2021-08-24
Owner Activision Publishing, Inc. (USA)
Inventor Paquet, Philippe Louis Yves

Abstract

The present specification describes computer-implemented methods and systems for simulating a multiplayer game environment to allow, and encourage, players to invite their social contacts to play the multiplayer game. Players are rewarded for each contact that engages with the multiplayer game in response to the invitation. Players are also rewarded for contacts invited by the invited contacts of the players that engage with the multiplayer game.

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/537 - 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
  • 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 13/69 - 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
  • G06Q 30/02 - Marketing; Price estimation or determination; Fundraising

69.

Systems and methods for dynamically generating and modulating music based on gaming events, player profiles and/or player reactions

      
Application Number 16913015
Grant Number 11344808
Status In Force
Filing Date 2020-06-26
First Publication Date 2020-12-31
Grant Date 2022-05-31
Owner Activision Publishing, Inc. (USA)
Inventor Estanislao, Jon Ray

Abstract

The application describes methods and systems for dynamically generating a music clip for rendering at client devices in a multi-player gaming network. Player data and event data are acquired and classified into two or more profiles. The music clip is then generated by identifying a mood based on one of the two or more event profiles and one of the two or more player profiles and modulating one or more music elements of a segment of audio data based on the identified mood.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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

70.

Systems and methods for the real-time generation of in-game, locally accessible barrier-aware heatmaps

      
Application Number 16889247
Grant Number 11207596
Status In Force
Filing Date 2020-06-01
First Publication Date 2020-11-19
Grant Date 2021-12-28
Owner Activision Publishing, Inc. (USA)
Inventor Lang, Stephen A.

Abstract

Systems and methods for generating a performance heatmap that accounts for barriers, playable areas and non-playable areas are disclosed. The system applies a blur operation to a performance heatmap associated with a game map to generate a blurred heatmap, the heatmap having a plurality of pixels, where at least a portion of the pixels is associated with one or more values corresponding to one or more performance metrics. A mask representative of a top down image of the game map is generated, where the mask defines first areas that are accessible to players and second areas that are not accessible to players. A data structure is defined having n×m elements, wherein each of the n×m elements has a weight associated therewith based on an association of the data structure and mask. The blurring operation is executed on the heatmap using the data structure.

IPC Classes  ?

  • A63F 13/5378 - 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 displaying an additional top view, e.g. radar screens or maps
  • 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 13/46 - Computing the game score

71.

Systems and methods for the generation of heatmaps

      
Application Number 16889185
Grant Number 11213753
Status In Force
Filing Date 2020-06-01
First Publication Date 2020-11-19
Grant Date 2022-01-04
Owner Activision Publishing, Inc. (USA)
Inventor Lang, Stephen A.

Abstract

The present specification describes systems and methods for efficiently generating scaled down versions of heatmaps that can be presented in real-time to a player. Data representative of events in a video game are recorded at occurring at one or more coordinates within a virtual geographical landscape of the video game. The virtual geographical landscape is divided into subsections to form a secondary map. Performance metrics are generated based on the data and assigned to at least one of the subsections based on the one or more coordinates. The heatmap is formed and displayed by generating a non-alphanumeric visual representation of the performance metrics and overlaying the non-alphanumeric visual representation of the performance metrics on the secondary map. Locations of the non-alphanumeric visual representation of the performance metrics is based on to which subsections the generated performance metrics was assigned.

IPC Classes  ?

  • A63F 13/5378 - 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 displaying an additional top view, e.g. radar screens or maps
  • 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 13/46 - Computing the game score

72.

Systems and methods for managing virtual items across multiple video game environments

      
Application Number 16889321
Grant Number 11413536
Status In Force
Filing Date 2020-06-01
First Publication Date 2020-11-19
Grant Date 2022-08-16
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Schonfeld, Robert

Abstract

The present specification describes a system and method for aggregating user results, rankings and statistical data associated with playing video games across two or more games, normalizing the aggregated data to unified values and presenting the aggregated and unified data via an interface, such that data from one game may be fairly combined and/or compared to data from another game. The present system enables users of one game to trade game-related virtual items with users of another game by providing a normalized score or value for virtual items, thereby permitting virtual items associated with one game to be fairly compared against virtual items of another game.

IPC Classes  ?

  • 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/798 - 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

73.

Methods and systems to modify a two dimensional facial image to increase dimensional depth and generate a facial image that appears three dimensional

      
Application Number 16844095
Grant Number 10991110
Status In Force
Filing Date 2020-04-09
First Publication Date 2020-09-24
Grant Date 2021-04-27
Owner Activision Publishing, Inc. (USA)
Inventor
  • Yan, Paul D.
  • Vorachart, Thitikun

Abstract

The specification describes methods and systems for increasing a dimensional depth of a two-dimensional image of a face to yield a face image that appears three dimensional. The methods and systems identify key points on the 2-D image, obtain a texture map for the 2-D image, determines one or more proportions within the 2-D image, and adjusts the texture map of the 3-D model based on the determined one or more proportions within the 2-D image.

IPC Classes  ?

  • G06T 11/00 - 2D [Two Dimensional] image generation
  • G06T 7/50 - Depth or shape recovery
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints
  • G06K 9/62 - Methods or arrangements for recognition using electronic means
  • G06T 15/04 - Texture mapping

74.

GPS related video game

      
Application Number 16864027
Grant Number 11229845
Status In Force
Filing Date 2020-04-30
First Publication Date 2020-08-13
Grant Date 2022-01-25
Owner Activision Publishing, Inc. (USA)
Inventor Reiche, Iii, Paul

Abstract

A real world location information related video game. The video game utilizes real world location information derived from a player's mobile device to associate attributes and entities to game players. The associated attributes and entities may be useful in further game play on a player's mobile device or PC.

IPC Classes  ?

  • A63F 13/63 - 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 the player, e.g. authoring using a level editor
  • A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/332 - 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 wireless networks, e.g. cellular phone networks

75.

Systems and methods for providing a crowd advantage to one or more players in the course of a multi-player video game play session

      
Application Number 16787398
Grant Number 11148063
Status In Force
Filing Date 2020-02-11
First Publication Date 2020-08-06
Grant Date 2021-10-19
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Estanislao, Jon
  • Pouliot, Etienne
  • Bergeron, Dave
  • Babin, Maxime
  • Notaro, Mario Beckman

Abstract

The present specification describes systems and methods that enable non-players to participate as spectators in online video games and, through a collective voting mechanism, determine the occurrence of certain events or contents of the gameplay in real time. Game event options are generated and presented to non-players. A specific one of the game event options is then selected based on a collective vote of the non-players. Once selected, the specific one or more of the game event options are then generated as actual gaming events and incorporated into a video game stream that is transmitted to the players as part of the gameplay session. In this manner, non-players may be able to directly affect the course of gameplay.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • 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 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/85 - Providing additional services to players
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

76.

Systems and methods for executing improved iterative optimization processes to personify blendshape rigs

      
Application Number 16746423
Grant Number 11189084
Status In Force
Filing Date 2020-01-17
First Publication Date 2020-07-16
Grant Date 2021-11-30
Owner Activision Publishing, Inc. (USA)
Inventor
  • Ma, Iii, Wan-Chun
  • Ma, Chongyang

Abstract

The present specification describes systems and methods for automatically generating personalized blendshapes from actor performance measurements, while preserving the semantics of a template facial animation rig. The disclosed inventions facilitate the creation of an ensemble of realistic digital double face rigs for each individual with consistent behaviour across the set with sophisticated iterative optimization techniques.

IPC Classes  ?

  • G06T 15/50 - Lighting effects
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints

77.

System and method for animating virtual characters

      
Application Number 16539827
Grant Number 10885694
Status In Force
Filing Date 2019-08-13
First Publication Date 2020-07-09
Grant Date 2021-01-05
Owner Activision Publishing, Inc. (USA)
Inventor
  • Olshan, Adam
  • Doptis, Daniel
  • Pardee, Anthony

Abstract

System and methods for defining and applying animations to virtual characters with interchangeable body parts that may be combined to form composite virtual characters are disclosed. According to aspects of the invention, a software program running on a gaming platform comprises a plurality of virtual characters, each comprising a plurality of interchangeable body parts. An animation clip may be defined for an interchangeable body part of a first virtual character. The animation clip may be defined for the first virtual character's interchangeable body party using a virtual skeleton that has the bones of the interchangeable body part and the bones of one or more generic body parts. The defined animation clip may control one or more of the bones of the interchangeable body part and one or more of the bones of the one or more generic body parts.

IPC Classes  ?

  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/825 - Fostering virtual characters

78.

Location-based video gaming with anchor points

      
Application Number 16723409
Grant Number 11241624
Status In Force
Filing Date 2019-12-20
First Publication Date 2020-07-02
Grant Date 2022-02-08
Owner Activision Publishing, Inc. (USA)
Inventor
  • Bridge, Joshua Alexander
  • Ford, Robert Frederick
  • Lee, Eunice
  • Lutz, Nathan
  • Madej, Michal Tadeusz
  • Reiche, Iii, Paul

Abstract

A mobile video game uses real world anchor points in providing for video game play which includes virtual elements. The real world anchor points may be specified in terms of a geographic coordinate system, and game play may be based on mobile device presence at or about the anchor points.

IPC Classes  ?

  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS

79.

Systems and methods for controlling camera perspectives, movements, and displays of video game gameplay

      
Application Number 16284234
Grant Number 11305191
Status In Force
Filing Date 2019-02-25
First Publication Date 2020-06-25
Grant Date 2022-04-19
Owner Activision Publishing, Inc. (USA)
Inventor
  • Tieger, Matthew
  • Duncan, Matthew
  • Wetmiller, John Philippe
  • Krystek, Matthew John

Abstract

In a multiplayer video game, virtual cameras are controlled by continually assessing and ranking storylines relating to the interactions of various players during a game session. A ranking for each storyline may be based on various factors such as, but not limited to, what the players can see, the distance between certain players, nearby game items or in-game. Subsequently, at least one virtual camera is navigated to provide a view of the highest-ranking storyline, subject to certain limitations on how the camera can move, transition, or otherwise display the interactions between players.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/86 - Watching games played by other players

80.

Methods and systems for video game streaming transaction support

      
Application Number 16584509
Grant Number 11014007
Status In Force
Filing Date 2019-09-26
First Publication Date 2020-06-25
Grant Date 2021-05-25
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Estanislao, Jon

Abstract

A transactional web page for procurement of a downloadable video game may provide for checking of whether a game device meets system specification requirements for play of the downloadable video game. Game devices that do not meet such system specification requirements, but that do meet requirements for play of a streaming version of the video, may be provided an option for play of the streaming version of the video game.

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • 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

81.

Systems and methods for generating improved non-player characters

      
Application Number 16718571
Grant Number 11679330
Status In Force
Filing Date 2019-12-18
First Publication Date 2020-06-25
Grant Date 2023-06-20
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Giombi, Mario Joseph

Abstract

The disclosed systems and methods track and continuously monitor data about a player or a multiple players and create a non-playing character (NPC) and/or modify an existing NPC that replicates the player(s) play style. The disclosed systems implement an artificial intelligence engine that monitors how a real player responds to one or more events in a game and correlates game outcomes with real player actions, with the actions or reactions of third players, and/or with an amount or extent of engagement. The engine may be used to generate, host, or otherwise provide data representative of one or more NPCs to multiple different games, being hosted by one or more servers, concurrently.

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
  • G06N 3/02 - Neural networks
  • G06N 20/00 - Machine learning
  • 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

82.

Systems and methods for validating leaderboard gaming data

      
Application Number 16714047
Grant Number 11117055
Status In Force
Filing Date 2019-12-13
First Publication Date 2020-06-18
Grant Date 2021-09-14
Owner Activision Publishing, inc. (USA)
Inventor
  • Haile, Paul R.
  • Kerby, Paul
  • Lin, Calvin A.
  • Hamill, John
  • Reynolds, Christopher T.
  • Lee, Seok
  • Donlon, Martin
  • Oughton, Ewan

Abstract

The present specification describes systems and methods for filtering a video game user's match performance data or loadout data through validation mechanisms. For the performance data, the validated, signed performance data are written to a leaderboard service of the video gaming system. For the loadout data, the validated, signed performance loadout data are transmitted back to the client device and used when playing a game. Free computing and/or networking resources of the client game device are used as an intermediate between the client devices, validation services, and/or leaderboard services.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • 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
  • A63F 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/837 - Shooting of targets

83.

Systems and methods for indexing, searching for, and retrieving digital media

      
Application Number 16224403
Grant Number 11115712
Status In Force
Filing Date 2018-12-18
First Publication Date 2020-06-18
Grant Date 2021-09-07
Owner Activision Publishing, Inc. (USA)
Inventor
  • Wyatte, Dean Richard
  • Anjos, Christopher

Abstract

Systems and methods for indexing and searching for digital media in a multi-player gaming network are disclosed. In a game module stored locally in each client device, a content editor application generates a user interface through which a player may create, or search for, a personal visual symbol. Search queries are processed to determine asset signatures and, based on the asset signatures, corresponding stored personal visual symbol data are identified.

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • H04N 21/454 - Content filtering, e.g. blocking advertisements
  • A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
  • G06N 20/00 - Machine learning
  • G06N 3/08 - Learning methods
  • G06K 9/62 - Methods or arrangements for recognition using electronic means
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • A63F 13/63 - 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 the player, e.g. authoring using a level editor

84.

Systems and methods for enabling audience participation in bonus game play sessions

      
Application Number 16703431
Grant Number 11278813
Status In Force
Filing Date 2019-12-04
First Publication Date 2020-06-11
Grant Date 2022-03-22
Owner Activision Publishing, Inc. (USA)
Inventor
  • Lin, Jason
  • Yan, Paul Derek
  • Stout, Michael James
  • Neil, Daniel
  • Fricks, Brian Thomas

Abstract

Systems and methods enable most valuable players (MVPs) of a gameplay session to play a bonus gameplay session where other players (non-MVP players) participate as player-spectators in online video games and, through a collective voting mechanism or through active interaction, determine the occurrence of certain events or contents of the bonus gameplay in real time. In this manner, non-MVP players are able to directly affect the course of the bonus gameplay.

IPC Classes  ?

  • 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 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
  • A63F 13/86 - Watching games played by other players
  • 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

85.

System and method for optimizing virtual games

      
Application Number 16676718
Grant Number 10987588
Status In Force
Filing Date 2019-11-07
First Publication Date 2020-06-04
Grant Date 2021-04-27
Owner Activision Publishing, Inc. (USA)
Inventor
  • Lowrey, Parker E.
  • Widmer, Christian K.
  • Feldstein, Brian S.
  • Lang, Stephen A.

Abstract

The present specification describes an assistive tool that facilitates the design of video games to achieve a true randomized, non-biased and neutral gaming environment that is bounded so that extremes of disincentives and excess incentives are avoided. In one embodiment, the tool allows for simulation of game environment and generates variables that enable reward acquisition by players. In one embodiment, the tool allows the game systems to be defined in such a way that an agent, such as an artificial player implemented by a computer program, can interact with the game environment. In one embodiment, the present tool uses generative models driven by data from previous versions of a game to define the behavior of such agents in simulated games.

IPC Classes  ?

  • 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 13/69 - 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 13/537 - 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

86.

Systems and methods for dynamically modifying video game content based on non-video gaming content being concurrently experienced by a user

      
Application Number 16685967
Grant Number 11263670
Status In Force
Filing Date 2019-11-15
First Publication Date 2020-05-21
Grant Date 2022-03-01
Owner Activision Publishing, Inc. (USA)
Inventor Eatedali, Josiah

Abstract

The disclosed systems and methods integrate gaming functionality with viewing a video program. Systems and methods for generating an interactive multimedia game for a user during the viewing of a video program by the user includes a host computer that generates the game in a context of the video program viewed on a first graphical user interface and recommends the video game to the user. The user may opt to engage with the video game on a second graphical user interface, which may be overlaid on the first graphical user interface.

IPC Classes  ?

  • G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
  • G06Q 30/06 - Buying, selling or leasing transactions
  • G06F 40/30 - Semantic analysis
  • G06Q 50/00 - Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition

87.

Systems and methods for the real-time customization of video game content based on player data

      
Application Number 16686443
Grant Number 11192028
Status In Force
Filing Date 2019-11-18
First Publication Date 2020-05-21
Grant Date 2021-12-07
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Schonfeld, Robert D.

Abstract

The present specification describes systems and methods for customizing a video game to a player defined time period. Content units of a video game are selected based on at least one of multiple pre-defined criteria. Content units are then edited to fit into the player defined time period. Game gear required for playing the selected content units is determined. The edited content units and the selected game gear are provided to the player to play within the player defined time period.

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

88.

System and method for providing dynamically variable maps in a video game

      
Application Number 16601264
Grant Number 11224807
Status In Force
Filing Date 2019-10-14
First Publication Date 2020-05-14
Grant Date 2022-01-18
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.
  • Lewis, Nathan T.

Abstract

A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.

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
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list

89.

Video game dynamic game play support options

      
Application Number 16226222
Grant Number 10765946
Status In Force
Filing Date 2018-12-19
First Publication Date 2020-05-07
Grant Date 2020-09-08
Owner Activision Publishing, Inc. (USA)
Inventor
  • Kinney, Peter
  • Anjos, Christopher

Abstract

Goods available to be obtained for use by a game character in a video game are displayed in stacks of icons indicative of the goods. The icons may be stacked such that goods of greater immediate use to the game character are higher in the stacks.

IPC Classes  ?

  • A63F 9/00 - Games not otherwise provided for
  • A63F 13/537 - 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
  • 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 13/58 - 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

90.

Bandwidth and processing efficient heatmaps

      
Application Number 16578723
Grant Number 10702779
Status In Force
Filing Date 2019-09-23
First Publication Date 2020-04-23
Grant Date 2020-07-07
Owner Activision Publishing, Inc. (USA)
Inventor Lang, Stephen A

Abstract

The present specification describes systems and methods for efficiently generating scaled down versions of heatmaps that can be presented in real-time to a player. Data representative of events in a video game are recorded at occurring at one or more coordinates within a virtual geographical landscape of the video game. The virtual geographical landscape is divided into subsections to form a secondary map. Performance metrics are generated based on the data and assigned to at least one of the subsections based on the one or more coordinates. The heatmap is formed and displayed by generating a non-alphanumeric visual representation of the performance metrics and overlaying the non-alphanumeric visual representation of the performance metrics on the secondary map. Locations of the non-alphanumeric visual representation of the performance metrics is based on to which subsections the generated performance metrics was assigned.

IPC Classes  ?

  • A63F 13/5378 - 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 displaying an additional top view, e.g. radar screens or maps
  • 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 13/46 - Computing the game score

91.

Systems and methods for customizing weapons and sharing customized weapons via social networks

      
Application Number 16584457
Grant Number 10835818
Status In Force
Filing Date 2019-09-26
First Publication Date 2020-04-23
Grant Date 2020-11-17
Owner Activision Publishing, Inc. (USA)
Inventor Vonderhaar, David J.

Abstract

A system and method for creating and sharing customized video game weapon configurations in multiplayer video games via one or more social networks is provided.

IPC Classes  ?

  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • 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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers

92.

Systems and methods for distributing the generation of nonplayer characters across networked end user devices for use in simulated NPC gameplay sessions

      
Application Number 16397741
Grant Number 11524237
Status In Force
Filing Date 2019-04-29
First Publication Date 2020-04-16
Grant Date 2022-12-13
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.
  • Lewis, Nathan T.

Abstract

A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/63 - 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 the player, e.g. authoring using a level editor
  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • 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 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • 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

93.

Systems and methods for dynamically weighing match variables to better tune player matches

      
Application Number 16397599
Grant Number 10857468
Status In Force
Filing Date 2019-04-29
First Publication Date 2020-04-16
Grant Date 2020-12-08
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.
  • Lewis, Nathan T.

Abstract

A matchmaking system and method is provided that facilitates optimization of player matches for multiplayer video games. The system may provide a generalized framework for matchmaking using historical player data and analytics. The framework may facilitate automatic determinations of an optimal mix of players and styles to produce the most satisfying user experiences. The system may dynamically update analytical processes based on statistical or otherwise observed data related to gameplay at any given time. In this manner, the system may continually tune the matchmaking process based on observations of player behavior, gameplay quality, and/or other information.

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
  • G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

94.

Systems and methods for initiating conversion between bounded gameplay sessions and unbounded gameplay sessions

      
Application Number 16377673
Grant Number 11420119
Status In Force
Filing Date 2019-04-08
First Publication Date 2020-04-02
Grant Date 2022-08-23
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.
  • Lewis, Nathan T.

Abstract

A system and method is provided for continuous gameplay in a multiplayer video game through an unbounded gameplay session. Players may join, exit, and later rejoin a given unbounded gameplay session at any time. A given unbounded gameplay session may therefore continue indefinitely so long as at least one player wishes to continue to gameplay. To facilitate an unbounded gameplay session, the system may score players using time-based or other parameters in a manner that is fair to players who have been playing in the unbounded gameplay session longer than other players.

IPC Classes  ?

  • 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 13/46 - Computing the game score
  • 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity

95.

Automatic Increasing of Capacity of a Virtual Space in a Virtual World

      
Application Number 16356709
Status Pending
Filing Date 2019-03-18
First Publication Date 2020-03-12
Owner Activision Publishing, Inc. (USA)
Inventor
  • Haggar, Peter F.
  • Bokor, Brian R.
  • House, Daniel E.
  • Nicol, Ii, William B.
  • Smith, Andrew B.
  • Ostdiek, Luis J.

Abstract

A system for automatically increasing a capacity of a virtual space in a virtual world may include a processor and a module operating on the processor for detecting an attempt by an avatar to enter a virtual space in a virtual world. The system may also include another module for determining if an allowable number of avatars is currently in the virtual space. The allowable number of avatars may be determined by at least a capacity of a server that is hosting the virtual space. Another module may be provided for increasing a capacity of the virtual space when the allowable number of avatars is currently in the virtual space. Increasing the capacity of the virtual space may include spawning a replicate new virtual space on a different server in response to the capacity of the server that is hosting the virtual space reaching the allowable number of avatars.

IPC Classes  ?

  • H04L 12/26 - Monitoring arrangements; Testing arrangements
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 12/911 - Network admission control and resource allocation, e.g. bandwidth allocation or in-call renegotiation
  • G06N 3/00 - Computing arrangements based on biological models
  • 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

96.

Individualized game data augmented displays

      
Application Number 16128194
Grant Number 11090567
Status In Force
Filing Date 2018-09-11
First Publication Date 2020-03-12
Grant Date 2021-08-17
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Schonfeld, Rob

Abstract

Information may be provided to smartphones to allow users to display video game characters of other individuals in a social or other setting, outside of and/or independent of game play of the video game. The smartphones may read information, for example of a badge or a face, and use the information to obtain information of a visual representation of a virtual game character of another person. The information of the game character may also be used for displays in a virtual reality game, results of which may be used to update game character status in a video game.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/825 - Fostering virtual characters
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/655 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player

97.

System and method for generating personalized messaging campaigns for video game players

      
Application Number 16128902
Grant Number 11185784
Status In Force
Filing Date 2018-09-12
First Publication Date 2020-03-12
Grant Date 2021-11-30
Owner Activision Publishing, Inc. (USA)
Inventor
  • Lynch, Eric James
  • Kanouse, Darryl

Abstract

A system and method for generating personalized messaging campaigns for video game players is provided. A video game player's profile data and/or behavioral data may be used to create a customized messaging campaign for the player. The messaging campaign may comprise one or more messages, each selected from a variety of message types, that may be delivered to a game player through one or more channels, at predetermined time intervals. Examples of message types may include gameplay tips, techniques, strategy information, news, awards, milestones, promotions relating to microtransactions (e.g., offers, discounts, etc.), overviews of new products, features, etc., or other message types. Any number of predefined messages may exist (e.g., tens, hundreds, thousands, etc.) for each message type.

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/61 - 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 using advertising information
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world

98.

Systems and Methods for Generating and Executing Online Interactive Multimedia Challenges During Online Transactions

      
Application Number 16527724
Status Pending
Filing Date 2019-07-31
First Publication Date 2020-02-06
Owner Activision Publishing, Inc. (USA)
Inventor Eatedali, Josiah

Abstract

The disclosed systems and methods integrate gaming functionality, and associated rewards, with on-line advertising. Systems for integrating online interactive multimedia challenges into advertising and electronic transactions include a host computer that provides an on-line advertisement with a graphical user interface having a purchase option and a challenge engagement option, receives data indicative of whether the user selected the purchase option or the challenge engagement option, generates graphical user interfaces for completing a purchase transaction or the challenge depending on the selected option, and, based on the outcome of the challenge, generates a different purchase option than before, preferably with improved purchasing terms if the user successfully completes the challenge.

IPC Classes  ?

  • G06Q 30/02 - Marketing; Price estimation or determination; Fundraising

99.

Methods and systems for generating and providing virtual objects and/or playable recreations of gameplay

      
Application Number 16261974
Grant Number 10898813
Status In Force
Filing Date 2019-01-30
First Publication Date 2020-01-02
Grant Date 2021-01-26
Owner Activision Publishing, Inc. (USA)
Inventor
  • Marr, Michael D.
  • Kaplan, Keith S.

Abstract

A system and method is provided that generates a game log that specifies game events during gameplay to enable efficient distribution of video game playback, facilitates the annotation of gameplay through content from users and others, and generates a video game stream that includes the game log and content. The system facilitates the efficient sharing of video game playback, as well as annotations from users and others. For example, e-sportscasters may use the system to broadcast video game playback with their commentary and/or graphical overlays. Video game players may use the system to share video game playback efficiently with other users. The system may also facilitate the sharing of loadout conditions and micro-transactions relevant to video game playback.

IPC Classes  ?

  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/497 - Partially or entirely replaying previous game actions

100.

Dynamic adjustment of availability of access to video games

      
Application Number 16020833
Grant Number 10650124
Status In Force
Filing Date 2018-06-27
First Publication Date 2020-01-02
Grant Date 2020-05-12
Owner Activision Publishing, Inc. (USA)
Inventor
  • Eatedali, Josiah
  • Estanislao, Jon Ray
  • Zien, Brandon Myles

Abstract

A number of licenses for play of a video game may be modified or adjusted based on in-game activities of the video game. The in-game activities may be activities of game characters controlled by game players.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 21/12 - Protecting executable software
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
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