A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.
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 13/798 - 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
A layered graph data structure can be stored using a vertex table and an edge table. The vertex table includes a vertex identifier column and a first graph identifier column. The edge table includes a second graph identifier column, a node identifier column, and an edge type column. Queries of the layered graph data structure include a target entity and a graph level, and iterative searching of the vertex table and the edge table is performed based on the graph level and data stored in edge type column.
ELECTRONIC ARTS COMPUTER SOFTWARE (SHANGHAI) CO., LTD. (China)
Inventor
Wei, Kun
Abstract
Systems, methods, and machine-readable media for real-time localization are provided. The system provides the real-time localization of an online product that is released to a client in its native language. The online product may include a native layer (502) where content in the native language is provided as well as a localization layer (504) where the content that has been localized can be provided for display. The localization layer (504) may be superimposed on the native layer (502) such that the content of the native layer (502) is obscured from display. The system includes determining both the native language and detecting the user's locale so that the system can provide a localized version of the native content. The client calls a backend translation engine (240) of a server to request for the localized version, and the backend translation engine (240) can respond with the localized version in real-time.
A mesh simplification system receives three-dimensional (3D) polygonal mesh of a 3D object. The mesh simplification system identifies a component of the (3D) polygonal mesh, having a first surface area size being less than a second surface area size of the 3D polygonal mesh, wherein the component comprises a set of topologically interconnected surfaces that are modeled as a separate structure from the 3D polygonal mesh. The mesh simplification system then automatically generates a simplified version of the component by removing a back surface from the component, wherein the simplified version the component comprises fewer polygons than the component.
An audio player for playing back a plurality of tracks, comprising a game state monitor for monitoring a state of an interactive video game being played by a user of a game device, a track controller for managing a plurality of audio tracks, and a track manager for playing out selected ones of the plurality of audio tracks wherein the selected ones are selected based on game logic and a current game state of the interactive video game.
A wireless terminal comprising a transmitter configured to support a wireless connection with a server and a processor configured to enable a user to play an interactive game through the server with a plurality of other users on wireless terminals across a plurality of platforms.
A live hosted multiplayer online gaming system includes a plurality of game clients, a game controller, and a live operator input. The game controller includes logic to operate a live hosted multiplayer online game, logic to couple the game controller to the plurality of game clients via a network, and logic to receive inputs from and to send outputs to the plurality of game clients. The live operator console further includes logic to couple the live operator input to the game server to enable communication between the live operator input and the game controller, logic to synchronize the live operator input to the current game state, and logic to send messages to the game controller that cause the game controller to create events that control at least in part the execution of the live hosted multiplayer online game.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
8.
APPARATUS AND METHOD FOR SCREEN SCALING DISPLAYS ON COMMUNCATION DEVICES
A communication device and method of screen scaling dissimilar resolutions across communication devices is disclosed. A communications device includes a physical display configured to display graphics having a physical display resolution, a communications interface configured to provide an interface with a peer communications device for graphics having a predetermined resolution different from the physical display resolution, and a processor configured to scale graphics between the physical display resolution required by the physical display and the predetermined resolution for the communications interface.
G09G 5/02 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed
An extensible character animation framework is provided that enables video game design teams to develop reusable animation controllers that are customizable for specific applications. According to embodiments, the animation framework enables animators to construct complex animations by creating hierarchies of animation controllers, and the complex animation is created by blending the animation outputs of each of the animation controllers in the hierarchy. The extensible animation framework also provides animators with the ability to customize various attributes of a character being animated and to view the changes to the animation in real-time in order to provide immediate feedback to the animators without requiring that the animators manually rebuild the animation data each time that the animators make a chance to the animation data.
Equilibrium forces and momentum are calculated using character skeleton node graphs having variable root nodes determined in real time based on contacts with fixed objects or other constraints that apply external forces to the character. The skeleton node graph can be traveled backwards and in so doing it is possible to determine a physically possible reaction force. The tree can be traveled one way to apply angles and positions and then traveled back the other way 'to calculate1 forces and moments. Unless the root is correct, however, reaction forces will not be able to be properly determined. The adaptive skeleton framework enables calculations of reactive forces on certain contact nodes to be made. Calculation of reactive forces enables more realistic displayed motion of a simulated character.
Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint based system in which constraints are defined in terms of the positions of the bodies. Displacements caused by reaction forces necessary to ensure that the bodies comply with the position constraints can be calculated and can be done iteratively by updating equations defining the reaction forces and the displacements such that the computation time and memory resources required to perform the calculations is linearly dependent upon the number of bodies and the number of contacts and joints between the bodies.
Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint based system in which constraints are defined in terms of the positions of the bodies. Displacements caused by reaction forces necessary to ensure that the bodies comply with the position constraints can be calculated and can be done iteratively by updating equations defining the reaction forces and the displacements such that the computation time and memory resources required to perform the calculations is linearly dependent upon the number of bodies and the number of contacts and joints between the bodies. Computational requirements and memory requirements are reduced further by performing the calculations using vector operations.
Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint based system in which constraints are defined in terms of the positions of the bodies.
Computer game system and method that saves a state of a game when indicated and records a history of previous game play. Upon resumption, the history of previous game play is presented to the user, and the game does not accept user input to alter the replaying game sequence. After a replay, the game resumes with user control and with the saved game state. In this manner, the user can be refamiliarized with the particular instance of the game that was saved before having to take control of the game. In a specific embodiment, as the game is played, the events of the game are stored in a circular buffer of some determined time period, which may be user settable or set by the game designer based on memory available and the type of game. The circular buffer would contain the most recent history of the game.
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
G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
Motion sensing of a portable device using two cameras. A first camera is directed along a first viewing axis and a second camera is directed along a second viewing axis, different from the first viewing axis. The second viewing axis can be substantially opposite the first viewing axis. A motion processing module determines changes in images from the first camera and changes in images from the second camera. The motion processing module compares the direction of change determined from the first camera images relative to the direction of change determined from the second camera images. The motion processing module determines the motion of the portable device based in part on the comparison.