Embodiments of an automated fraud detection system are disclosed that can detect user accounts that are engaging in unauthorized activities within a game application. The fraud detection system can provide an automated system that identifies parasitic accounts. The fraud detection system may identify patterns using machine learning based on characteristics, such as gameplay and transaction characteristics, associated with the parasitic user accounts. The fraud detection system may generate a model that can be applied to existing accounts within the game in order to automatically identify users that are engaging in unauthorized activities. The fraud detection system may automatically identify these parasitic accounts and implement appropriate actions to prevent the accounts from impacting legitimate users within the game application.
Embodiments of the present application provide a phased streaming system and process using a dynamic video game client. The dynamic video game client can utilize a state stream game engine in combination with a game application streaming service to provide users with the ability to begin playing games quickly on a huge range of devices.
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 13/352 - 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
The present disclosure provides a video game based seasonal reward distribution system. The seasonal reward system can provide users with a non-linear map that allows the users to choose how to progress through the reward map when advancing or leveling up a virtual character or user account within the video game. The virtual map can provide a visual representation of a non-linear pathway or tracks that a user can follow based on how the user would like to proceed and what types of rewards the user prefers to unlock. The reward map provides a series of reward nodes connected by links, resulting in a plurality of pathways or tracks that a user can select during advancement within the video game. The user can select individual reward nodes when the virtual character levels up and progress along a pathway on the virtual map.
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
Various aspects of the subject technology relate to systems, methods, and machine-readable media for extracting information from videos. The method includes annotating portions of interest within screen captures. The method also includes receiving at least a first set of videos for a video game. The method also includes training a first machine-learning model to identify the portions of interest within the first set of videos. The method also includes generating validation data based on results of the first machine-learning model. The method also includes extracting information based on the portions of interest identified in the first set of videos.
A63F 13/86 - Watching games played by other players
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
G06F 18/21 - Design or setup of recognition systems or techniques; Extraction of features in feature space; Blind source separation
G06F 18/22 - Matching criteria, e.g. proximity measures
G06V 20/40 - Scenes; Scene-specific elements in video content
H04N 19/42 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals - characterised by implementation details or hardware specially adapted for video compression or decompression, e.g. dedicated software implementation
09 - Scientific and electric apparatus and instruments
42 - Scientific, technological and industrial services, research and design
Goods & Services
Downloadable computer software for analyzing and providing feedback on a user’s video game performance; Downloadable computer software for enabling users to interface with an online community featuring computer games; Downloadable computer game software. Providing online, non-downloadable software for analyzing and providing feedback on a user’s video game performance; providing online, non-downloadable computer software for enabling users to interface with an online community featuring computer games; hosting an on-line community website featuring computer games.
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software. Entertainment services, namely, providing an online computer game; Provision of information relating to electronic computer games provided via the Internet; Publishing of video and computer game software. Design and development of interactive, computer, video and electronic game software; Video game development services; video game programming development services; Designing and developing computer game software and video game software for use with computers, video game program systems and computer networks; Computer programming of video and computer games.
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software. Entertainment services, namely, providing an online computer game; Provision of information relating to electronic computer games provided via the Internet; Publishing of video and computer game software. Design and development of interactive, computer, video and electronic game software; Video game development services; video game programming development services; Designing and developing computer game software and video game software for use with computers, video game program systems and computer networks; Computer programming of video and computer games.
09 - Scientific and electric apparatus and instruments
42 - Scientific, technological and industrial services, research and design
Goods & Services
(1) Downloadable computer software for analyzing and providing feedback on a user's video game performance; Downloadable computer software for enabling users to interface with an online community featuring computer games; Downloadable computer game software. (1) Providing online, non-downloadable software for analyzing and providing feedback on a user's video game performance; providing online, non-downloadable computer software for enabling users to interface with an online community featuring computer games; hosting an on-line community website featuring computer games.
A system may provide for searching terrain data of real-world locations based on input representing a terrain for a game world. The system may receive terrain inquiry data including height data for terrain of a game world, generate an inquiry descriptor based on the terrain inquiry data at least in part by applying a plurality of filters to the terrain inquiry data, the inquiry descriptor including a plurality of inquiry descriptor values corresponding to the plurality of filter and determine, based on the inquiry descriptor and respective sample descriptors of one or more terrain samples corresponding to terrain of real-world locations, one or more matching terrain samples.
This specification provides a computer-implemented method comprising providing, by a user, one or more demonstrations of a video game entity interacting with a video game environment to achieve a goal. The method further comprises generating, from the one or more demonstrations, one or more training examples. The method further comprises training an agent to control the video game entity using a neural network. The training comprises generating one or more predicted actions for each training example by processing, using the neural network, input data derived from the training example, and updating parameters of the neural network based on a comparison between the one or more predicted actions of the training examples and the one or more corresponding target actions of the training examples. The method further comprises performing validation of the video game environment, comprising controlling the video game entity in the video game environment using the trained agent.
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 13/69 - 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
G06N 3/04 - Architecture, e.g. interconnection topology
Various aspects of the subject technology relate to systems, methods, and machine-readable media for changing music of a video game based on a player's emotion. The method includes receiving indicators of emotion comprising in-game attributes of a player in a video game. The method also includes predicting an emotion of the player based on the indicators of emotion from the video game. The method also includes receiving original music from the video game. The method also includes determining an original tone of the original music. The method also includes determining a transformed tone based at least in part on the emotion of the player that was predicted. The method also includes transforming the original tone of the original music to the transformed tone. The method also includes generating transformed music from the original music based on the transformed tone.
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 13/67 - 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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; provision of information relating to electronic computer games provided via the Internet.
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software.
Various aspects of the subject technology relate to systems, methods, and machine-readable media for rendering audio via a game engine for a game. Various aspects may include determining sound source reverb metrics and listener reverb metrics. Aspects may include determining reverbs within a reverb possibility space for all rooms or spaces of the game rendered by the game engine. Aspects may also include determining sound tuning parameters describing reverb attenuation over distance. Aspects may include calculating acoustic parameters based on the reverb metrics, relative positions, and sound tuning parameters. Aspects may include rendering audio according to a fit of determined reverbs to the acoustic parameters.
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
H04S 7/00 - Indicating arrangements; Control arrangements, e.g. balance control
15.
Adversarial Reinforcement Learning for Procedural Content Generation and Improved Generalization
Methods, apparatus and systems are provided for training a first reinforcement-learning (RL) agent and a second RL agent coupled to a computer game environment using RL techniques. The first RL agent iteratively generates a sub-goal sequence in relation to an overall goal within the computer game environment, where the first RL agent generates a new sub-goal for the sub-goal sequence after a second RL agent, interacting with the computer game environment, successfully achieves a current sub-goal in the sub-goal sequence. The second RL agent iteratively interacts with the computer game environment to achieve the current sub-goal in which each iterative interaction includes an attempt by the second RL agent for interacting with the computer game environment to achieve the current sub-goal. The first RL agent is updated using a first reward issued when the second RL agent successfully achieves the current sub-goal. The second RL agent is updated when a second reward is issued by the computer game environment based on the performance of the second RL agent attempting to achieve said current sub-goal. Once validly trained, the first RL agent forms a final first RL agent for automatic procedural content generation (PCG) in the computer game environment and the second RL agent forms a final second RL agent for automatically interacting with a PCG computer game environment.
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 13/56 - 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
A collusion detection system may detect collusion between entities participating in online gaming. The collusion detection system may identify a plurality of entities associated with and opponents within an instance of an online game, determine social data associated with the plurality of entities, determine in-game behavior data associated with the plurality of entities, and determine, for one or more pairings of the plurality of entities, respective pairwise feature sets based at least in part on the social data and the in-game behavior data. The collusion detection system may then perform anomaly detection on the respective pairwise feature sets and, in response to the anomaly detection detecting one or more anomalous pairwise feature sets, output one or more suspect pairings of the plurality of entities corresponding to the one or more anomalous pairwise feature sets as suspected colluding pairings.
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating 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
17.
CONTEXTUALLY AWARE COMMUNICATIONS SYSTEM IN VIDEO GAMES
In response to receiving user input command for sending a contextually aware communication, a computer system is configured to use game state data to determine a target location that a player is focusing on in a virtual environment in a video game, identify a unit that the player likely wants to communicate about based on at least priorities of unit types and proximities of units to the target location, and select a communication action for performance. Different communication actions can be performed in response to the same user input command when the game state data indicates different game states.
A63F 13/5372 - 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 tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
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
18.
OPEN GAME ENGINE AND MARKETPLACE WITH ASSOCIATED GAME EDITING AND CREATION TOOLS
The present invention provides a video game development platform. More specifically, aspects of the invention relate to components of applications such as video games including the source code, graphics, sounds, and animations as well as a market place where any of the above are traded for currency, tokens, credits, or given to other people. These components can then be combined, using game editing and creation tools, to make video games. Users can create and edit games, either of their own or based on other users' preexisting games, and can share their games with others. Game components may be bought, sold, traded, or otherwise distributed through an online marketplace.
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 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
19.
AUTOMATIC HEAD POSE NEUTRALIZATION AND BLEND SHAPE GENERATION
A system may perform head pose neutralization on an input mesh to produce a neutral mesh and/or determine blend shapes for the neutral mesh. The system may generate a neutral mesh based on an input mesh and a reference mesh and then generate a blend shape associated with the neutral mesh based at least in part on one or more reference neutral meshes and one or more corresponding reference blend shapes.
A system and method for providing live gameplay updates receives a modification for a videogame, the modification affecting a gameplay aspect of the videogame during execution of the videogame. The system and method determine a target group for deploying the modification. The target group includes first one or more live instances of the videogame. The system and method deploy the modification to the target group and receive gameplay data associated with the gameplay aspect from the target group. The system and method deploy the modification to second one or more live instances of the videogame based at least in part on an analysis of the received gameplay data.
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 13/67 - 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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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
21.
Automated controller configuration recommendation system
Various aspects of the subject technology relate to systems, methods, and machine- readable media for adjusting controller settings. The method includes receiving, through a controller associated with a user, controller input for software. The method also includes determining, based on the controller input, a user profile for the user comprising at least a skill level and an input tendency of the user. The method also includes providing suggested adjustments to the controller settings intended to improve performance of the user in relation to the software, the controller settings comprising at least one of controller sensitivity or controller assignments. The method also includes receiving approval of the user to implement the suggested adjustments to the controller settings. The method also includes adjusting the controller settings based on the approval of the user.
A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
Systems and methods for creating graphical user interfaces (GUIs) for runtime execution in virtual environments of software, such as video games. The system utilizes mock GUIs, which can be images illustrating or displaying mocked graphical user interfaces, to create GUIs that can be exported into runtime environments of software. The system creates GUIs by analyzing the graphical elements and attributes of mock GUIs, and assigning functionality to those graphical elements, enabling the operating of the GUIs within executable runtime environments.
G06F 9/451 - Execution arrangements for user interfaces
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
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software. Entertainment services, namely, providing an online computer game; provision of information relating to electronic computer games provided via the Internet. Design and development of interactive, computer, video and electronic game software; Video game development services; video game programming development services; Designing and developing computer game software and video game software for use with computers, video game program systems and computer networks; Computer programming of video and computer games.
42 - Scientific, technological and industrial services, research and design
Goods & Services
Design and development of interactive, computer, video and electronic game software; Video game development services; video game programming development services; Designing and developing computer game software and video game software for use with computers, video game program systems and computer networks; Computer programming of video and computer games.
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software.
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; provision of information relating to electronic computer games provided via the Internet.
A UI state crawler system may allow for the crawling of a video game UI that may identify and map UI states of the video game. The UI state crawler system may determine a user interface (UI) state identifier (ID) for a UI state of a UI of a video game based at least in part on a plurality of node IDs corresponding to a plurality of nodes of a hierarchical structure of the UI and determine a UI state map does not include a UI state map node corresponding to the UI state ID. In response to the determining the UI state map does not include the UI state map node corresponding to the UI state ID, the UI state crawler system may generate an updated UI state map including the UI state map node corresponding to the UI state ID.
Systems and methods are provided for enhanced pose generation based on generative modeling. An example method includes accessing an autoencoder trained based on poses of real-world persons, each pose being defined based on location information associated with joints, with the autoencoder being trained to map an input pose to a feature encoding associated with a latent feature space. Information identifying, at least, a first pose and a second pose associated with a character configured for inclusion in an in-game world is obtained via user input, with each of the poses being defined based on location information associated with the joints and with the joints being included on a skeleton associated with the character. Feature encodings associated with the first pose and the second pose are generated based on the autoencoder. Output poses are generated based on transition information associated with the first pose and the second pose.
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 13/655 - 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
G06N 3/088 - Non-supervised learning, e.g. competitive learning
G06V 40/20 - Movements or behaviour, e.g. gesture recognition
G06V 10/82 - Arrangements for image or video recognition or understanding using pattern recognition or machine learning using neural networks
G06F 18/40 - Software arrangements specially adapted for pattern recognition, e.g. user interfaces or toolboxes therefor
G06F 18/214 - Generating training patterns; Bootstrap methods, e.g. bagging or boosting
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software. Entertainment services, namely, providing an online computer game; Provision of information relating to electronic computer games provided via the Internet; Production of video and computer game software. Design and development of interactive, computer, video and electronic game software; Video game development services; video game programming development services; Designing and developing computer game software and video game software for use with computers, video game program systems and computer networks; Computer programming of video and computer games.
30.
Neural Synthesis of Sound Effects Using Deep Generative Models
This specification relates to generating variations of in-game sound effects using machine-learned models. According to a first aspect of this specification, there is described a computer implemented method of training a machine-learned generative model to generate sound effect variations. The method comprises: for each of a plurality of training examples in a set of training examples, each training example comprising a waveform of a sound effect: generating a low dimensional representation of the waveform of the sound effect; inputting the waveform of the sound effect and the low-dimensional representation of the waveform of the sound effect into the generative model; processing, by the generative model, the input waveform of the sound effect and the low-dimensional representation of the waveform of the sound effect to generate a sample from an output distribution; and updating parameters of the generative model using an objective function based on a distribution of the input samples.
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
This specification provides a computer-implemented method, the method comprising obtaining a machine-learning model. The machine-learning model is being trained with expert data comprising a plurality of training examples. Each training example comprises: (i) game state data representing a state of a video game environment, and (ii) scored action data representing an action and a score for that action if performed by a video game entity of the video game environment subsequent to the state of the video game environment. An action is performed by the video game entity based on a prediction for the action generated by the machine-learning model. The method further comprises determining whether the action performed by the video game entity was optimal. In response to determining that the action performed by the video game entity was suboptimal, a healed training example is generated. The healed training example comprises: (i) the state of the instance of the video game environment, and (ii) healed scored action data indicative that the action performed by the video game entity was suboptimal. The machine-learning model is updated based on the healed training example.
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 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
A computer-implemented method for generating a machine-learned inverse rig model. The machine-learned inverse rig model outputs rig parameters for a facial animation rig used to generate animations of facial expressions in video games. The method comprises receiving one or more training examples. Each training example comprises target mesh data for a face portraying a particular facial expression. For each training example, predicted rig parameters are generated using an inverse rig model, comprising processing the target mesh data of the training example. Predicted mesh data is generated, comprising processing the predicted rig parameters using a forward rig model. A loss is determined, comprising performing a comparison between the predicted mesh data and the target mesh data. The inverse rig model is trained, comprising updating parameters of the inverse rig model based on the losses of one or more training examples.
Embodiments of the systems and methods described herein provide a dynamic animation generation system that can apply a real-life video clip with a character in motion to a first neural network to receive rough motion data, such as pose information, for each of the frames of the video clip, and overlay the pose information on top of the video clip to generate a modified video clip. The system can identify a sliding window that includes a current frame, past frames, and future frames of the modified video clip, and apply the modified video clip to a second neural network to predict a next frame. The dynamic animation generation system can then move the sliding window to the next frame while including the predicted next frame, and apply the new sliding window to the second neural network to predict the following frame to the next frame.
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; Provision of information relating to electronic computer games provided via the Internet; Production of video and computer game software
42 - Scientific, technological and industrial services, research and design
Goods & Services
Design and development of interactive, computer, video and electronic game software; Video game development services; video game programming development services; Designing and developing computer game software and video game software for use with computers, video game program systems and computer networks; Computer programming of video and computer games
37.
Neural animation layering for synthesizing martial arts movements
In some embodiments, the dynamic animation generation system can provide a deep learning framework to produce a large variety of martial arts movements in a controllable manner from unstructured motion capture data. The system can imitate animation layering using neural networks with the aim to overcome challenges when mixing, blending and editing movements from unaligned motion sources. The system can synthesize movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, but also reconstruct signature motions of different fighters. For achieving this task, the dynamic animation generation system can adopt a modular framework that is composed of the motion generator, that maps the trajectories of a number of key joints and root trajectory to the full body motion, and a set of different control modules that map the user inputs to such trajectories.
A63F 13/573 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
38.
SYSTEMS AND METHODS FOR A NETWORK-BASED VIDEO GAME APPLICATION
Embodiments of the systems and methods disclosed herein provide a game that includes at least two users that each have a preconfigured set of playable virtual entities. The users draw playable virtual entities from each of their respective sets of playable virtual entities, and can play the playable virtual entities in one or more battles to facilitate moving a virtual positional marker towards a goal or shooting a goal, wherein the battle procedures are based on a turn priority. Certain attributes are associated with the playable virtual entities so that playable virtual entity effects, OVR values, and salary values can affect which playable virtual entities are in a deck and how the playable virtual entities are affected by the location of the virtual positional marker and/or other playable virtual entities.
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
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software. Entertainment services, namely, providing an online computer game; Provision of information relating to electronic computer games provided via the Internet.
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; Provision of information relating to electronic computer games provided via the Internet; Production of video and computer game software
42 - Scientific, technological and industrial services, research and design
Goods & Services
Design and development of interactive, computer, video and electronic game software; Video game development services; video game programming development services; Designing and developing computer game software and video game software for use with computers, video game program systems and computer networks; Computer programming of video and computer games
A system may perform motion capture using polarized light. For example, the system may determine one or more filtered pixels having an associated degree of linear polarization above a threshold from a plurality of pixels of an image captured by a polarization camera and determine a set of pixels of the filtered pixels are associated with a polarized tag, the polarized tag being on a subject of motion capture. The system may then determine an orientation of the polarized tag based on one or more angles of polarization of the pixels associated with the polarized tag and generate a motion capture pose for a model based on a location of the set of pixels of the filtered pixels in the image and the orientation of the polarized tag.
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; provision of information relating to electronic computer games provided via the Internet
Communication services, namely, transmission of data, text messages, Voice Over Internet Protocol (VOIP) services, and electronic mail, by telecommunication networks, wireless communication networks, the Internet, information services networks and data networks; message sending and receiving services; text and audio messaging services; providing online chat rooms for transmission of messages among computer and electronic game users
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing online computer games; organizing entertainment and electronic game competitions; providing a web-based system and online portal for computer and electronic game users to coordinate and participate in online multiplayer games, matches, and tournaments
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer software application for social networking, sending messages and text to other users, Voice Over Internet Protocol (VOIP) communications; computer software downloadable to mobile phones, tablets, laptops, and mobile gaming devices; all of the aforesaid in the field of online games, online video games, and online video games applications
45 - Legal and security services; personal services for individuals.
Goods & Services
Online social networking services, namely, facilitating social introductions or interactions among individuals in the field of online games, online video games, and online video game applications
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; Provision of information relating to electronic computer games provided via the Internet; Production of video and computer game software
42 - Scientific, technological and industrial services, research and design
Goods & Services
Design and development of interactive, computer, video and electronic game software; Video game development services; video game programming development services; Designing and developing computer game software and video game software for use with computers, video game program .systems and computer networks; Computer programming of video and computer games
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; Provision of information relating to electronic computer games provided via the Internet; Production of video and computer game software
42 - Scientific, technological and industrial services, research and design
Goods & Services
Design and development of interactive, computer, video and electronic game software; Video game development services; video game programming development services; Designing and developing computer game software and video game software for use with computers, video game program systems and computer networks; Computer programming of video and computer games
56.
Generating speech in the voice of a player of a video game
A computer-implemented method of generating speech audio in a video game is provided. The method includes inputting, into a synthesizer module, input data that represents speech content. Source acoustic features for the speech content in the voice of a source speaker are generated and are input, along with a speaker embedding associated with a player of the video game into an acoustic feature encoder of a voice convertor. One or more acoustic feature encodings are generated as output of the acoustic feature encoder, which are inputted into an acoustic feature decoder of the voice convertor to generate target acoustic features. The target acoustic features are processed with one or more modules, to generate speech audio in the voice of the player.
G10L 13/033 - Voice editing, e.g. manipulating the voice of the synthesiser
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
G10L 21/007 - Changing voice quality, e.g. pitch or formants characterised by the process used
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
09 - Scientific and electric apparatus and instruments
38 - Telecommunications services
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software; downloadable software for streaming, downloading, uploading, and viewing audiovisual and multimedia content via the internet and global communications networks; downloadable software for streaming, downloading, uploading, and viewing audiovisual and multimedia content on mobile digital electronic devices; downloadable software application for mobile digital electronic devices that allows streaming, downloading, uploading, and viewing of audiovisual and multimedia content. Audio, video and multimedia streaming and broadcasting via the Internet and other communications networks; transmission and delivery of video, audiovisual and multimedia content via a subscription service in the fields of gaming, sports, entertainment, and general interest; providing subscription-based audiovisual content transmitting, streaming, and downloading services in the fields of gaming, sports, entertainment, and general interest; video-on-demand transmission services in the fields of gaming, sports, entertainment, and general interest; electronic messaging services; providing online forums and chat rooms for the transmission of messages, comments and multimedia content among users in the field of gaming, sports, entertainment and general interest via the Internet and other communications networks; webcasting services; transmission of electronic media, multimedia content, videos, movies, pictures, images, text, photos, user-generated content, audio content, and information via the Internet and other communications networks. Entertainment services, namely, providing on-line computer games; providing audiovisual and multimedia content in the fields of sports, entertainment, and general interest; provision of information relating to electronic computer games provided via the Internet; provision of information relating to sports, entertainment, and general interest provided via the Internet.
09 - Scientific and electric apparatus and instruments
38 - Telecommunications services
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software; downloadable software for streaming, downloading, uploading, and viewing audiovisual and multimedia content via the internet and global communications networks; downloadable software for streaming, downloading, uploading, and viewing audiovisual and multimedia content on mobile digital electronic devices; downloadable software application for mobile digital electronic devices that allows streaming, downloading, uploading, and viewing of audiovisual and multimedia content. Audio, video and multimedia streaming and broadcasting via the Internet and other communications networks; transmission and delivery of video, audiovisual and multimedia content via a subscription service in the fields of gaming, sports, entertainment, and general interest; providing subscription-based audiovisual content transmitting, streaming, and downloading services in the fields of gaming, sports, entertainment, and general interest; video-on-demand transmission services in the fields of gaming, sports, entertainment, and general interest; electronic messaging services; providing online forums and chat rooms for the transmission of messages, comments and multimedia content among users in the field of gaming, sports, entertainment and general interest via the Internet and other communications networks; webcasting services; transmission of electronic media, multimedia content, videos, movies, pictures, images, text, photos, user-generated content, audio content, and information via the Internet and other communications networks. Entertainment services, namely, providing on-line computer games; providing audiovisual and multimedia content in the fields of sports, entertainment, and general interest; provision of information relating to electronic computer games provided via the Internet; provision of information relating to sports, entertainment, and general interest provided via the Internet.
This specification relates to in-game physics simulations, and in particular to the simulation of in-game objects as affine bodies. According to a first aspect of this disclosure, there is described a computer implemented method comprising: representing a first in-game object in a plurality of in-game objects using an affine body representation, wherein the affine body representation comprises a translation vector and a deformation matrix; and updating an in-game physics state of the plurality of in-game objects, the in game physics state comprising a current translation vector and a current deformation matrix of the first in-game object. The updating comprises: determining one or more constraints to the plurality of in-game objects; determining one or more relaxed constraints by relaxing the one or more constraints based on a stiffness of the first in-game object; and determining an updated in-game physics state of the first in-game object, comprising solving the one or more relaxed constraints and equations of motion for the plurality of in-game objects.
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
G06T 3/00 - Geometric image transformation in the plane of the image
A method, device, and computer-readable storage medium for generating an occlusion value for a pixel. The method includes: selecting a pixel in an image of a scene; identifying at least one direction to cast a fixed-distance ray from a location on an object corresponding to the pixel based on an orientation of a surface of the object at the location; in response to determining that screen space occlusion data is available in the at least one direction, obtaining an occlusion value for the pixel from at least one lighting probe based on the at least one direction; and in response to determining that screen space occlusion data is not available in the at least one direction, obtaining the occlusion value for the pixel based on performing ray tracing from the location on the object corresponding to the pixel.
09 - Scientific and electric apparatus and instruments
38 - Telecommunications services
41 - Education, entertainment, sporting and cultural services
45 - Legal and security services; personal services for individuals.
Goods & Services
Downloadable computer software application for social networking, sending messages and text to other users, Voice Over Internet Protocol (VOIP) communications; computer software downloadable to mobile phones, tablets, laptops, and mobile gaming devices; all of the aforesaid in the field of online games, online video games, and online video games applications. Communication services, namely, transmission of data, text messages, Voice Over Internet Protocol (VOIP) services, and electronic mail, by telecommunication networks, wireless communication networks, the Internet, information services networks and data networks; message sending and receiving services; text and audio messaging services; providing online chat rooms for transmission of messages among computer and electronic game users; providing a web-based system and online portal for computer and electronic game users to coordinate and participate in online multiplayer games, matches, and tournaments. Entertainment services, namely, providing online computer games; organizing entertainment and electronic game competitions. Online social networking services, namely, facilitating social introductions or interactions among individuals in the field of online games, online video games, and online video game applications.
62.
LEARNING CHARACTER MODEL ANIMATIONS WITH A LAYER-WISE MIXTURE-OF-EXPERTS NETWORK
A computing system may provide functionality for controlling an animated model to perform actions and to perform transitions therebetween. The system may determine, from among a plurality of edges from a first node of a control graph to respective other nodes of the control graph, a selected edge from the first control node to a selected node. The system may then determine controls for an animated model in a simulation based at least in part on the selected edge, control data associated with the selected node, a current simulation state of the simulation, and a machine learned algorithm, determine an updated simulation state of the simulation based at least in part on the controls for the animated model, and adapt one or more parameters of the machine learned algorithm based at least in part on the updated simulation state and a desired simulation state.
The present disclosure provides a periodic autoencoder that can be used to generate a general motion manifold structure using local periodicity of the movement whose parameters are composed of phase, frequency, and amplitude. The periodic autoencoder is a novel neural network architecture that can learn periodic features from large unstructured motion datasets in an unsupervised manner. The character movements can be decomposed into multiple latent channels that can capture the non-linear periodicity of different body segments during synchronous, asynchronous, and transition movements while progressing forward in time, such that it captures spatial data and temporal data associated with the movements.
This specification relates to the generation of animation data using recurrent neural networks. According to a first aspect of this specification, there is described a computer implemented method comprising: sampling an initial hidden state of a recurrent neural network (RNN) from a distribution; generating, using the RNN, a sequence of frames of animation from the initial state of the RNN and an initial set of animation data comprising a known initial frame of animation, the generating comprising, for each generated frame of animation in the sequence of frames of animation: inputting, into the RNN, a respective set of animation data comprising the previous frame of animation data in the sequence of frames of animation; generating, using the RNN and based on a current hidden state of the RNN, the frame of animation data; and updating the hidden state of the RNN based on the input respective set of animation data.
This specification provides a computer-implemented method, the method comprising obtaining a machine-learning model. The machine-learning model is being trained with expert data comprising a plurality of training examples. Each training example comprises: (i) game state data representing a state of a video game environment, and (ii) scored action data representing an action and a score for that action if performed by a video game entity of the video game environment subsequent to the state of the video game environment. An action is performed by the video game entity based on a prediction for the action generated by the machine-learning model. The method further comprises determining whether the action performed by the video game entity was optimal. In response to determining that the action performed by the video game entity was suboptimal, a healed training example is generated. The healed training example comprises: (i) the state of the instance of the video game environment, and (ii) healed scored action data indicative that the action performed by the video game entity was suboptimal. The machine-learning model is updated based on the healed training example.
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 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
66.
Systems and methods for ray traced contact shadows
A method, device, and computer-readable storage medium for generating shadows in an image of a scene. The method includes: generating a shadow map to determine pixels in shadow; for each pixel in shadow, performing a sampling of neighboring pixels; for each pixel in shadow, computing an average brightness of the sampling to generate a shadow mapped shadow value; determining a set of close shadow edge pixels, which are shadow edge pixels that correspond to locations on an object that are below a threshold distance to an occluding object; for each pixel in the set of close shadow edge pixels, performing ray tracing to determine a ray traced shadow value; and outputting shadow values for pixels in shadow, wherein the output is based on the ray traced shadow value for the close shadow edge pixels, and the output is based on the shadow mapped shadow value for other shadow pixels.
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software. Entertainment services, namely, providing an online computer game; provision of information relating to electronic computer games provided via the Internet.
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; provision of information relating to electronic computer games provided via the Internet
Various aspects of the subject technology relate to systems, methods, and machine-readable media for preventing rendering of a character in a video game. The method includes receiving an action regarding a first character rendered in a first-person point of view (POV), the action causing the POV of the first character to change from the first-person POV to a third-person POV. The method includes detecting the POV of the first character is to be changed. The method includes determining characters are outside of a field of view (FOV) of the first character in the first-person POV and would be within the FOV of the first character in the third-person POV. The method includes changing the POV of the first character from the first-person POV to a third person POV. The method includes causing rendering of the video game in a third-person POV of the first character, the rendering preventing rendering of other characters.
An image capture system includes: a first mobile unit configured to move around the target area; a second mobile unit adjustably coupled to the first mobile unit; a dual-camera unit, operatively coupled to the second mobile unit, including: a first camera to capture structural data; and a second camera to capture color data, wherein the first mobile unit and the second mobile unit are configured to move the first camera and the second camera.
H04N 13/239 - Image signal generators using stereoscopic image cameras using two 2D image sensors having a relative position equal to or related to the interocular distance
H04N 13/25 - Image signal generators using stereoscopic image cameras using image signals from one sensor to control the characteristics of another sensor
H04N 13/254 - Image signal generators using stereoscopic image cameras in combination with electromagnetic radiation sources for illuminating objects
Methods, apparatus and systems are provided for generating an interactive non-player character (NPC) scene for a computer game environment of a video game. Changes are detected in relation to a script associated with the interactive NPC scene. For each NPC, a set of NPC data associated with the interactions said each NPC has within the script is generated corresponding to the changes. The generated set of NPC data is processed with an NPC rig associated with said each NPC to generate an NPC asset. A camera solver is applied to a region of the computer game environment associated with the script for determining locations of NPC assets and one or more cameras within said region in relation to said interactive NPC scene. Data representative of said each NPC asset and said determined NPC asset and camera locations for use by a game development engine for generating said interactive NPC scene.
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 13/5258 - 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 13/60 - 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
G10L 13/027 - Concept to speech synthesisers; Generation of natural phrases from machine-based concepts
G06V 40/16 - Human faces, e.g. facial parts, sketches or expressions
G06V 40/20 - Movements or behaviour, e.g. gesture recognition
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
(1) Computer game software; downloadable computer game software via a global computer network and wireless devices; video game software; downloadable game software for use on mobile phones, tablets and other mobile devices. (1) Entertainment services, namely, providing an on-line computer game; provision of information relating to electronic computer games provided via the Internet; providing electronic games and entertainment for use on mobile phones, tablets and other electronic mobile devices via the internet, electronic communication networks or via a global computer network.
The present disclosure provides embodiments for joint twist generation for animation. The system can utilize a neural network, also referred to as a deep neural network, which utilizes machine learning processes in order to create animation data that are more life-like and realistic. The system can obtain a set of axis vectors for a rig of a virtual character model; obtain a twist model for the rig; input the set of axis vectors to the twist model to obtain a set of twist vectors; and determine animation data based on the set of axis vectors and the set of twist vectors.
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Computer game software; downloadable computer game software via a global computer network and wireless devices; video game software; downloadable game software for use on mobile phones, tablets and other mobile devices. Entertainment services, namely, providing an on-line computer game; provision of information relating to electronic computer games provided via the Internet; providing electronic games and entertainment for use on mobile phones, tablets and other electronic mobile devices via the internet, electronic communication networks or via a global computer network.
This specification describes systems and methods for aging voice audio, in particular voice audio in computer games. According to one aspect of this specification, there is described a method for aging speech audio data. The method comprises: inputting an initial audio signal and an age embedding into a machine-learned age convertor model, wherein: the initial audio signal comprises speech audio; and the age embedding is based on an age classification of a plurality of speech audio samples of subjects in a target age category; processing, by the machine-learned age convertor model, the initial audio signal and the age embedding to generate an age-altered audio signal, wherein the age-altered audio signal corresponds to a version of the initial audio signal in the target age category; and outputting, from the machine-learned age convertor model, the age-altered audio signal.
G10L 21/00 - Processing of the speech or voice signal to produce another audible or non-audible signal, e.g. visual or tactile, in order to modify its quality or its intelligibility
G10L 25/00 - Speech or voice analysis techniques not restricted to a single one of groups
G10L 13/027 - Concept to speech synthesisers; Generation of natural phrases from machine-based concepts
G10L 25/30 - Speech or voice analysis techniques not restricted to a single one of groups characterised by the analysis technique using neural networks
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an on-line computer game; provision of information relating to electronic computer games provided via the Internet; providing electronic games and entertainment for use on mobile phones, tablets and other electronic mobile devices via the internet, electronic communication networks or via a global computer network
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; downloadable game software for use on mobile phones, tablets and other mobile devices
The specification relates to the generation of in-game animation data and the evaluation of in-game animations. According to a first aspect of this specification, there is described a computer implemented method comprising: inputting, into an encoder neural network, input data comprising a plurality of input pose parameters indicative of one or more poses of an in-game object in an animation; generating, by the encoder neural network, one or more encoded representations of the one or more poses of the in-game object from the input data; and determining a quality score for a pose of the one or more poses of an in-game object based on the one or more encoded representations.
A system may perform head pose neutralization on an input mesh to produce a neutral mesh and/or determine blend shapes for the neutral mesh. The system may generate a neutral mesh based on an input mesh and a reference mesh and then generate a blend shape associated with the neutral mesh based at least in part on one or more reference neutral meshes and one or more corresponding reference blend shapes.
Systems and methods are described herein for monitoring a gameplay session for violations of a policy and creating a remediation gameplay session through which remediation can be provided to players or player accounts that violate gameplay policies. The systems and methods can create a remediation gameplay session based in part on the game state data of the gameplay session during which the violation occurs.
The specification relates to the generation of in-game animation data and the evaluation of in-game animations. According to a first aspect of the present disclosure, there is described a computer implemented method comprising: inputting, into one or more neural network models, input data comprising one or more current pose markers indicative of a current pose of an in-game object, one or more target markers indicative of a target pose of an in-game object and an object trajectory of the in-game object; processing, using the one or more neural networks, the input data to generate one or more intermediate pose markers indicative of an intermediate pose of the in-game object positioned between the current pose and the target pose; outputting, from the one or more neural networks, the one or more intermediate pose markers; and generating, using the one or more intermediate pose markers, an intermediate pose of the in-game object, wherein the intermediate pose of the in-game object corresponds to a pose of the in-game object at an intermediate frame of in-game animation between a current frame of in-game animation in which the in-game object is in the current pose and a target frame of in-game animation in which the in-game object is in the target pose.
Various aspects of the subject technology relate to systems, methods, and machine-readable media for generating insights for video games. The method includes gathering information regarding a player for a plurality of video games, the information comprising at least one of in-world state data, player action data, player progression data, and/or real-world events relevant to each video game. The method also includes tracking events in at least one video game of the plurality of video games, the events comprising an action event or a standby event. The method also includes determining that an event of the tracked events is an action event. The method also includes generating insights regarding the action event based on the information gathered regarding the player, the insights for improving the player's performance in the video game. The method also includes relaying the insights to the player to improve the player's performance in the video 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
A63F 13/85 - Providing additional services to 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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
A63F 13/424 - 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 acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
42 - Scientific, technological and industrial services, research and design
Goods & Services
Design and development of computer game software; Video game development services; Design and development of visualization technologies; design and development of gameplay technology; design and development of graphics software.
A online gaming system may provide for a videographer mode in online gaming. The online gaming system may initiate an instance of an online game for players playing the online game in a player mode, establish connections to respective game clients of the players and to a videographer client of a computing device of a videographer, the videographer being a user participating in the online game in a videographer mode differing from the player mode, the videographer mode including capturing gameplay at least one of the players. Then, the online game system may receive player input data from at least one of the players, update a game state of the instance based on the player input data, and output respective game client data to the respective game clients and videographer client data the videographer client.
A63F 13/525 - Changing parameters of virtual cameras
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
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 gaming system may allow for a user to capture and/or edit simulation state data of gameplay in a video game such that a replay of the gameplay may be rendered and/or shared. The gaming system may receive simulation state data and a request. The simulation state data may include simulation state(s) which include a model and pose state of an avatar corresponding to a player in a game simulation of a video game previously rendered as rendered view(s). The request may request a replay of the simulation state data with modification(s). The gaming system may modify the simulation state data to generate modified simulation state data and render, based on the modified simulation state data, replay view(s) that differ from the previously rendered view(s). The gaming system may then output the replay view(s) to a display of a computing device.
A63F 13/497 - Partially or entirely replaying previous game actions
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
A63F 13/525 - Changing parameters of virtual cameras
42 - Scientific, technological and industrial services, research and design
Goods & Services
Design and development of computer game software; Video game development services; Design and development of visualization technologies; design and development of gameplay technology; design and development of graphics software
A streaming system may improving online gaming experiences for streaming players and/or providing device independent input processing. The streaming system may receive, from a client device, a selection of a game to be played via a streaming system, determine network connection parameters based at least in part on the game, determine a current streaming quality of the network connection of the client device, and determine the current streaming quality does not meet the network connection parameters. Based on the determination that the current streaming quality does not meet the network connection parameters, the streaming system may cause a prompt to be displayed to a player associated with the client device regarding alternative content for the player to play or cause at least a portion of the gameplay of the game to be slowed based at least in part on the current streaming quality and the network connection parameters.
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
A player profile management system collects player data from various systems and generates and manages player profiles. A snapshot pipeline of the player profile management system generates a snapshot player profile associated with a player. The player profile management system receives, after generating the snapshot player profile associated with the player, player data associated with the player. An update pipeline of the player profile management system generates, based on the snapshot player profile and the player data associated with the player, an update player profile associated with the player.
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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
90.
Intent-based Models for Use in Selecting Actions in Video Games
This specification describes a computer-implemented method of generating an intent-based model for use in selecting actions in a video game. The method comprises initializing a graph comprising a plurality of nodes. Each node of the plurality of nodes represents a state of an entity in the video game. The method further comprises adding one or more edges to the graph. Each edge of the one or more edges represents a transition from a first state to a second state. The method further comprises determining, for each node of the plurality of nodes, a distance to each other node, comprising performing a path-finding algorithm on the graph. The method further comprises determining one or more outcome nodes. Each outcome node represents an outcome state of the entity. The method further comprises scoring the one or more outcome nodes, comprising, for each outcome node, determining a score based on an outcome of the outcome node. The method further comprises scoring the plurality of nodes of the graph. Scoring the plurality of nodes of the graph comprises, for each node of the plurality of nodes, and for each outcome out of a set of outcomes, determining whether one or more outcome nodes for the outcome are immediately available from the node; and when one or more outcome nodes for the outcome are immediately available from the node, scoring the outcome for the node using the scores of the one or more outcome nodes. The method further comprises, for each node of the graph, and for each outcome out of the set of outcomes, determining a distance from the node to a highest scoring outcome node for the outcome.
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 13/67 - 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
91.
ENHANCED ANIMATION GENERATION BASED ON MOTION MATCHING USING LOCAL BONE PHASES
Systems and methods are provided for enhanced animation generation based on using motion mapping with local bone phases. An example method includes accessing first animation control information generated for a first frame of an electronic game including local bone phases representing phase information associated with contacts of a plurality of rigid bodies of an in-game character with an in-game environment. Executing a local motion matching process for each of the plurality of local bone phases and generating a second pose of the character model based on the plurality of matched local poses for a second frame of the electronic game.
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing on-line computer games; entertainment services, namely, providing temporary use of non-downloadable computer games accessed and played via mobile and cellular phones and other wireless devices; provision of information relating to electronic computer games provided via the Internet; organizing, conducting and operating video game competitions and tournaments; entertainment services in the nature of arranging of electronic sports and video game contests, games, tournaments and competition; entertainment services, namely, providing a website featuring non-downloadable videos featuring live video game tournaments played by video game players.
09 - Scientific and electric apparatus and instruments
42 - Scientific, technological and industrial services, research and design
Goods & Services
Downloadable and recorded game software for video gamers to record, edit, view, replay, create and share gameplay footage and screenshots from interactive games via the internet. Providing online non-downloadable game software for video gamers to record, edit, view, replay, create and share gameplay footage and screenshots from interactive games via the internet.
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software. Entertainment services, namely, providing an online computer game; Provision of information relating to electronic computer games provided via the Internet; Entertainment services, namely, production of video and computer games.
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing on-line computer games; entertainment services, namely, providing temporary use of non-downloadable computer games accessed and played via mobile and cellular phones and other wireless devices; provision of information relating to electronic computer games provided via the Internet; organizing, conducting and operating video game competitions and tournaments; entertainment services in the nature of arranging of electronic sports and video game contests, games, tournaments and competition; entertainment services, namely, providing a website featuring non-downloadable videos featuring live video game tournaments played by video game players
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; provision of information relating to electronic computer games provided via the Internet
98.
COMPETITIVE EVENT BASED REWARD DISTRIBUTION SYSTEM
The present disclosure provides a video game based reward distribution system. The reward system can provide users with a plurality of progression tracks that allow the users to choose how to progress through the reward map when advancing or leveling up a virtual character or user account within the video game.
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/69 - 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
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; recorded computer game software; downloadable computer game software via a global computer network and wireless devices; downloadable video game software; recorded video game software
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing an online computer game; provision of information relating to electronic computer games provided via the Internet