A computer device which is configured to provide a computer game responsive to user inputs, the computer device having a user interface comprising a display which is configured to display an initial game board of the computer game comprising user actuatable game elements and an avatar element at an initial avatar location of the game board. The gameboard includes an activation element on the game board. An activation condition from an interacting event with the activation element is detected and, responsive to the detection of the activation condition, a path segment extending from the avatar location to a next location on a predetermined path is unlocked. If the path segment is in a first state which permits movement of the avatar element from the avatar location to the next location, the avatar element is automatically moved from the avatar location to the next location without detecting further user input.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/55 - Controlling game characters or game objects based on the game progress
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
A set of levels of a game is displayed and a user selection of one of the levels detected. It is determined that the user is partaking in a fragment collection event, the fragment collection event defining a set of collection conditions, and that one of the collection conditions is satisfied. Fragments are assigned to the user, the fragments having no utility within a game environment, wherein only one collection condition can be satisfied per level selection. A fragment count is stored, where assigning the one or more fragments to the user comprises incrementing the fragment count associated with the user by a predefined amount associated with the satisfied collection condition. When the fragment count is equal to or greater than a threshold fragment count, the fragment count is decreased by an amount equal to the threshold fragment count and a utility object assigned to the user.
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 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
A computer device has a user interface configured to present to a user a selected one of a plurality of game levels. Each game level is associated with a set of rules which control the display of game outcomes. A pre-level screen is displayed to the user comprising selectable objects, each of which is associated with a set of rule modifications. The user selects one of the selectable objects. The set of rules associated with the game level is modified according to the rule modifications associated with the selected selectable object. The level is presented to the user for interaction according to the modified set of rules. A corresponding method and computer program is provided.
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/58 - 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
4.
METHOD AND APPARATUS PROVIDING A COMPUTER IMPLEMENTED GAME
A computer device provides a computer implemented game. A display displays game elements in a game board which has tiles. A first type of game element occupy two or more tiles and a second type of game element occupy one tile. The first type of game element has layers with each layer associated with a matching characteristic. A user interface detects user input when a user engages with a game element in a move. At least one processor determines that second game elements having at least one common matching characteristic satisfy a match condition and at least one of those second game elements is adjacent to a first game element. In response, it is determined if that first game element has a layer associated with the common matching characteristic, and if so, causes the layer associated with the common matching characteristic to be removed.
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 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
G06F 18/22 - Matching criteria, e.g. proximity measures
5.
METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME
A computer implemented server is configured to provide a computer implemented game. The server receivers, from a user device, data defining a user input and a simulation for a game entity determined by the user device with that user input. That user input is used by the server to generate a server simulation. The server simulation is compared to the user device simulation. If the difference between the simulations is within a threshold, the server simulation is updated by a bias. The bias depends on the difference between the simulations.
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 13/45 - Controlling the progress of the video game
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A user device has a touchscreen on which a joystick is displayed. The joystick has one or more input translation layers which modify the behaviour of the joystick to match the required game physics of a game entity.
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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
A computer device and method that implements an activation component functionality which provides boosters to a player but which retains elements of randomness, is easily noticeable and does not interrupt a player strategy.
A client device provides a computer implemented game. When there is a change in the state of the game, the updated state is applied to the game being played on the client device. The client device sends a request associated with the change in state to the server. The changes in state are verified by a response received from the server to the request.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A computer device comprising a user interface and a processor. A first tier of a whole rewardable object is rendered, each tier of the rewardable object comprising a set of visual objects, each visual object representing a respective game level having an associated game objective. Each visual object is associated with an object status selected from a completed status and a playable status. A completed status is assigned to the visual object when either the user has attained the associated game objective of the game level, or an indication has been received that the associated game objective of the game level has been attained at a remote user device. When all visual objects of the first tier have been assigned a completion status, it is determined that at least one virtual object of the whole rewardable object is not associated with a completed status and a second tier is rendered.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
G06F 3/04842 - Selection of displayed objects or displayed text elements
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
A messaging system for both generating and receiving message data, which breaks up a sent message and displays it as a time sequence of message parts on the receiving user's device. Breaks in the sent message are defined by delimiters, which are inserted into the message data by the user on the generate device and are detected by the receiving device. Delimiters or other part of the message data determine the time period for each part of the message. The first part of the message is displayed on the receiving user's device for the time period associated with that part. Once the time period for the first message part has expired, the next message part is displayed in addition to the preceding part. This continues until the whole sent message is displayed, thus creating a timeline of message parts for the receiving user.
A computer device provides a computer implemented game. A display displays game elements in a game board which has tiles. A first type of game element occupy two or more tiles and a second type of game element occupy one tile. The first type of game element has layers with each layer associated with a matching characteristic. A user interface detects user input when a user engages with a game element in a move. At least one processor determines that second game elements having at least one common matching characteristic satisfy a match condition and at least one of those second game elements is adjacent to a first game element. In response, it is determined if that first game element has a layer associated with the common matching characteristic, and if so, causes the layer associated with the common matching characteristic to be removed.
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 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
G06F 18/22 - Matching criteria, e.g. proximity measures
12.
METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME
A computer device is configured to provide a computer implemented game. A first screen has a first user interactive area associated with a first task, information associated with a progress in completing a plurality of tasks, and a narrative associated with the first task. User input interacting with the first user interactive area causes an update in the progress information to include completion of the first task and to determine if all the plurality of tasks have been completed. When all the plurality of tasks have been completed a reward is provided.
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 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A computer device is configured to provide a computer implemented game. A display displays a game play screen with a game board in a first area and an upgradable image in a second area. First game objects to be collected during game play and in response one or more items are provided in the second area of the display. The upgradable image is upgraded via an upgrade screen. When a level of the computer implemented game is next played, the upgraded image is displayed in the second area of respective game play screen.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/21 - Input arrangements for video game devices characterised by their sensors, purposes or types
14.
METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME
A computer device is configured to provide a computer implemented game. A display displays a game play screen comprising a first area and a second area, the first area of the game play screen comprising a game board comprising one or more first game objects to be collected in response to user interaction. A processor causes items to be provided in the second area of the game play screen in response to the user interaction to satisfy game objectives associated with the second area of the game play screen. The processor determines a first contribution associated with an in-game currency to upgrade an upgradeable image associated with the second area of the game play screen and whether the respective level has been completed and to determine a second contribution; and if an accumulated second contribution from the completion of levels satisfies a criteria, provides inventory items which are usable to unlock or upgrade a respective item.
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
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
A set of levels of a game is displayed and a user selection of one of the levels detected. It is determined that the user is partaking in a fragment collection event, the fragment collection event defining a set of collection conditions, and that one of the collection conditions is satisfied. Fragments are assigned to the user, the fragments having no utility within a game environment, wherein only one collection condition can be satisfied per level selection. A fragment count is stored, where assigning the one or more fragments to the user comprises incrementing the fragment count associated with the user by a predefined amount associated with the satisfied collection condition. When the fragment count is equal to or greater than a threshold fragment count, the fragment count is decreased by an amount equal to the threshold fragment count and a utility object assigned to the user.
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 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
16.
Computer system, a computer device and a computer implemented method
A computer system has a first machine learning module configured to predict a probability of a respective option being selected by a particular user if presented to that user via a computer app. A second machine learning module is configured to determine a respective confidence value associated with the probability. A third module uses the predicted probabilities and confidence values to determine at least one option to be presented to the particular user.
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
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
G06F 17/18 - Complex mathematical operations for evaluating statistical data
A user device has a plurality of modules which support an application such as gaming application. The user device has a stream processing module which is able to stream process events which are generated, for example when the application is run. The events which are generated by the modules are passed to an event module which distributes the events to other of the modules.
H04L 67/125 - Protocols specially adapted for proprietary or special-purpose networking environments, e.g. medical networks, sensor networks, networks in vehicles or remote metering networks involving control of end-device applications over a network
H04L 67/00 - Network arrangements or protocols for supporting network services or applications
G06F 16/27 - Replication, distribution or synchronisation of data between databases or within a distributed database system; Distributed database system architectures therefor
A computer implemented method, system and computing device for identifying a test option associated with an application for a user is described. The method comprises selecting a predefined test indicated by a test identifier associated with the requested application, the test having more than one test option associated therewith, generating a hash of the test identifier and a user identifier associated with the user, processing the hash to generate an index, comparing said index with a distribution of numbers divided into multiple ranges, each range being associated with a test option, and selecting a test option associated with the range into which the index falls. The applications may be computer gaming applications.
A computer device configured to provide a game to a user and to implement a special game element. A gameboard comprising gameboard locations is rendered on a display. A first set of the gameboard locations comprise tiles supporting game objects, and at least one of the gameboard locations does not comprise a tile. A user input selecting one of user selectable game elements supported by the tiles is received, and the device detects match game conditions. At least one tile of the gameboard supports a special game element, which is activated or triggered when a special game element triggering condition is detected. On detection of the special game element triggering condition, The special game element is triggered to cause it to move to a target gameboard location. If there is no tile at the target gameboard location a new tile is generated on the gameboard at the target gameboard location.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
20.
Method and apparatus for providing a computer implemented game
A computer device provides a computer implemented game. Different levels of the computer implemented game are displayed. A game starting at one of the levels and being with a plurality of other players is provided. The game challenge require the completion of a plurality of consecutive levels of the levels. If the player or another other player fails to complete a level, the player or other player is removed from the game challenge. As the player progresses through the levels information about a remaining number of the plurality of players in the game challenge is displayed.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/69 - 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
A computer device has a user interface which presents a gameboard to a user and detects user input when a user engages with a user selectable game element of the game board. A processor receives a detected user input and detects a qualifying match game condition. The matched elements are removed and new user selectable game elements are provided to replenish the gameboard. The present disclosure provides an activation mode to selectively activate a segment of the gameboard, the segment comprising a subset of gameboard tiles. On detection of a qualifying match game condition, if any of the tiles supporting the user selectable game elements of the match belong to the activated segment, a booster game element is generated.
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/25 - Output arrangements for video game devices
A63F 9/06 - Patience; Other games for self-amusement
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 13/55 - Controlling game characters or game objects based on the game progress
22.
Computer device configured to determine a team score contribution in a game
A computer device provides a computer implemented game. The user interface of the computer device receives a first user input to control the movement of a game entity along a path in the computer game. The computer device determines, based on the first user input which is associated with a default movement of the game entity along the path and information about at first and second obstacles on the path, that the game entity is to move with an extended movement instead of the default movement. This is to allow both the first and second obstacles to be navigated in response to the first user input such that the game entity continues to move along the path.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
In a computer apparatus, at least processor is arranged to determine values for two or more candidate advertisements. Based on the determined values, one of the candidate advertisements is selected. The selected advertisement is displayed on a user interface.
A computing arrangement receives data. The data is from computer apps running on computer devices. The data has user identity data and associated device identity data. A memory stores sets of identity data. A respective set of identity data is associated with a user identity. Sets of identity data comprise at least one user identity data, at least one device entity data and information defining a connection relationship between the identity data of the respective set of identity data. At least one processor determines in response to received user identity data and device identity data that a first stored set of identity data is to be divided into two or more sets of user identity data. At least two sets of user identity data are associated with different user identities. The set of identity data is divided in dependence on the information defining the connection relationships.
G06F 16/27 - Replication, distribution or synchronisation of data between databases or within a distributed database system; Distributed database system architectures therefor
A computer implemented method of controlling a user interface of a computer device which is responsive to user engagement with displayed player objects on the interface. The method comprises steps implemented by computer executable code (executed by one or more hardware processors on the computer device) and encompassing, but not limited to, displaying a game area with a number of game objects in a static player graph as well as providing a player object which can be selected to target and shoot game objects in response to player behaviour or to contribute directly to a game objective. A boost action is triggered when game objective is fulfilled.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A computer device is configured to provide a computer implemented game. A display of the computer device displays game elements on a game board. First and second types of game elements are provided. The second type of game elements are associated with an effect which when triggered causes an interaction with other game elements on the game board. At least one processor of the computer device determines that a plurality of game elements satisfy a match condition and that a first game element of the second type is triggered to provide the effect. When the first game element of the second type has been triggered a plurality of times, it is removed from the game board.
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
29.
Computer device configured to provide a computer implemented game for moving game entities from a game board area to an interaction area
A computer device is configured to provide a computer implemented game. At least one processor of the computer device is configured to determine that one more matches have been made by a plurality of game elements in a game board area and in response to provide one or more game entities in the game board area. The at least one processor is configured to control one or more of the game entities to move from the game board area to an interaction area.
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
30.
Computer device configured to control movement of a game entity in a collection run and method
A computer device has a user interface which receives user input to control movement of a game entity in a collection run of a computer implemented game. The computer device has a display which displays the game entity moving in response to the user input in the collection run. At least one processor of the computer device determines resources collected by the movement of game entity in the collection run. When one or more required resources have been collected, the at least one processor causes, in response to user input. one or more further items for the computer implemented game to be provided.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
G06F 3/04842 - Selection of displayed objects or displayed text elements
G06F 3/04883 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
A computer device has a display, a user interface, and at least one processor. The processor is configured to provide a game board of a computer implemented game. The game board comprising a first dedicated area associated with a first player and a second dedicated area associated with a second player. When it is the first player's turn, the processor is configured to cause the display to display the first dedicated area and the common area. When it is the second player's turn, the processor is configured to cause the display to display the second dedicated area and the common area.
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
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 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
33.
Controlling a user interface providing a gameboard and tiles
A computer device having a user interface, a processor, and computer storage. The user interface provides a gameboard comprising tiles supporting game objects, the tiles comprising predefined sets of tiles which are available to support spreading blocking elements. The processor receives a detected user input. If it detects a match condition, the processor removes the game elements of the match condition and generates and displays new game objects to replenish the gameboard. A data structure having tile data is stored in the computer storage. Tile data for tiles of the predefined set(s) comprises a set indicator which indicates whether a tile is in one of the predefined sets. If a blocker spreading mode has been triggered, the processor selects an origin tile which supports a spreading blocking element, identifies a target tile to which the spreading blocking element may spread and generates a blocking element for the target tile.
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
A computer device comprising a user interface and a processor. A first tier of a whole rewardable object is rendered, each tier of the rewardable object comprising a set of visual objects, each visual object representing a respective game level having an associated game objective. Each visual object is associated with an object status selected from a completed status and a playable status. A completed status is assigned to the visual object when either the user has attained the associated game objective of the game level, or an indication has been received that the associated game objective of the game level has been attained at a remote user device. When all visual objects of the first tier have been assigned a completion status, it is determined that at least one virtual object of the whole rewardable object is not associated with a completed status and a second tier is rendered.
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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
G06F 3/04817 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
G06F 3/04842 - Selection of displayed objects or displayed text elements
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
35.
METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME
A first user device is provided. Via the user interface a first computer implemented game within a messaging application can be selected. The first computer implemented game is related, but different, to second computer implemented game. Game play in one of the first and second computer implemented game is dependent on game play in the other of the first and second computer implemented games.
A computer device is configured to provide a computer implemented game. At least one processor of the computer device is configured to determine that one more matches have been made by a plurality of game elements in a game board area and in response to provide one or more game entities in the game board area. The at least one processor is configured to control one or more of the game entities to move from the game board area to an interaction area.
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
A computer device configured to: (a) render a game level in which a game board comprises a plurality of user selectable game elements of at least two types; (b) detect that a user has caused two user selectable game elements of the same type to be removed; (c) execute a refill process to refill vacancies on the game board after the game elements have been removed; (d) detect that a user has attained at least one objective of the game level by causing removal of certain user selectable game elements after a refill process; (e) access from a store a first portion of an object to be rendered on the display, the first portion associated with the at least one objective of the game level; and (f) in an environment view, render the first portion of the object within a representation of the virtual environment.
A63F 9/06 - Patience; Other games for self-amusement
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/69 - 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 13/80 - Special adaptations for executing a specific game genre or game mode
According to a first aspect, there is provided a computer device having a user interface and a processor. The user interface is configured to provide a gameboard comprising tiles supporting game objects. A pre-defined plurality of the tiles constitutes a segment of the gameboard supporting a group of game objects. The user interface is configured to detect user input when a user engages with a user activatable game element. The processor is configured to receive a detected user input, detect a match game condition of a plurality of adjacent game elements having matching characteristics, and, if the match condition is detected, remove the plurality of game elements and generate new game elements to replenish the gameboard. The processor is further configured to detect a segment condition associated with the segment, and, if detected, to replace the group of game objects of the segment with a replacement group of game objects.
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
A method of transferring data between database locations comprising: providing a location reference comprising location values of one or more data collections stored in a database; providing an indicator in association with at least one data collection of the one or more data collections, the indicator being provided in response to initiation of a transfer process of the at least one data collection from a first location of the database to a second location of the database; wherein the indicator is changeable between a first state and a second state, the first state being indicative of the initiation of the transfer process; and as part of the transfer process of the at least one data collection, selectively updating a location value of the at least one data collection in the location reference, in dependence on a determination of whether the indicator is in the first state or the second state.
G06F 16/27 - Replication, distribution or synchronisation of data between databases or within a distributed database system; Distributed database system architectures therefor
H04L 67/1097 - Protocols in which an application is distributed across nodes in the network for distributed storage of data in networks, e.g. transport arrangements for network file system [NFS], storage area networks [SAN] or network attached storage [NAS]
A computer device processes frame data provided by running of a computer app, the frame data comprising a plurality of events occurring in the computer ap. A display displays information associated with one or more frames of the plurality of frames. At least one processor of the computer device determines a node graph, in response to input from a user, for one or more events associated with one or more frames from the frame data and that node graph is displayed.
The invention relates to a computer implemented method of controlling a display on a first computer device connected via a communication network to a plurality of other computer devices, the method comprising: receiving user inputs from the first and other computer devices during interaction with a game rendered on the display of each computer device, the game being played by users of the computer devices over the communication network; storing the user inputs in computer storage and generating user behaviour data based on the user inputs; accessing computer storage holding a plurality of contact identifiers of the users and controlling the display of the first computer device to display only a selected set of the stored contact identifiers, wherein the set of contact identifiers is selected to be displayed based on the user behaviour data.
A computer device is configured to provide a computer implemented game. The computer device has at least one processor which is configured to determine a number of booster options that have been activated, a booster option being usable in the computer implemented game to provide a respective additional effect. The at least one processor is further configured to determining if the determined number of booster options is greater than a threshold number and when the determined number of booster options is greater than the threshold number, determine that a further booster option is to be provided in the computer implemented game.
A63F 13/85 - Providing additional services to players
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 9/06 - Patience; Other games for self-amusement
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
46.
Computer game and method for providing and placing game entities in a run
A computer device is configured to provide a computer implemented game. The computer device control movement of one or more second game entities in the run independently of user input and the movement of the first game entity in response to user input. An end of the run is determined responsive to the first entity satisfying one or more fail conditions. At the end of the run, it is determining which of the first and the one or more second entities have satisfied one or more fail conditions and in dependence on this a placing is determined for the first entity. The display of the computer device displays information indicating the placing of the first entity at the end of the run.
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
47.
Computer device configured to control movement of a game entity in a collection run and method
A computer device has a user interface which receives user input to control movement of a game entity in a collection run of a computer implemented game. The computer device has a display which displays the game entity moving in response to the user input in the collection run. At least one processor of the computer device determines resources collected by the movement of game entity in the collection run. When one or more required resources have been collected, the at least one processor causes, in response to user input. one or more further items for the computer implemented game to be provided.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
48.
Computer device configured to determine that a game entity is to move with an extended movement
A computer device provides a computer implemented game. The user interface of the computer device receives a first user input to control the movement of a game entity along a path in the computer game. The computer device determines, based on the first user input which is associated with a default movement of the game entity along the path and information about at first and second obstacles on the path, that the game entity is to move with an extended movement instead of the default movement. This is to allow both the first and second obstacles to be navigated in response to the first user input such that the game entity continues to move along the path.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A computer system a plurality of user devices, each in communication with the server via a communication network. Each user device user plays a game and uploads game data. The user devices receive event data from the server and display an indicator of an event based on the event data at a navigable image rendered on the display. The event is associated with a location icon rendered on the display at the user device. The event data defines a game mode object accessible by a user at the location icon, the game mode object, when accessed providing a game mode which provides an interaction with other users at the user devices.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A computer device having a user interface, a processor, and computer storage. The user interface provides a gameboard comprising tiles supporting game objects, the tiles comprising predefined sets of tiles which are available to support spreading blocking elements. The processor receives a detected user input. If it detects a match condition, the processor removes the game elements of the match condition and generates and displays new game objects to replenish the gameboard. A data structure having tile data is stored in the computer storage. Tile data for tiles of the predefined set(s) comprises a set indicator which indicates whether a tile is in one of the predefined sets. If a blocker spreading mode has been triggered, the processor selects an origin tile which supports a spreading blocking element, identifies a target tile to which the spreading blocking element may spread and generates a blocking element for the target tile.
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
51.
Computer system, a computer device and a computer implemented method
A computer system has a first machine learning module configured to predict a probability of a respective option being selected by a particular user if presented to that user via a computer app. A second machine learning module is configured to determine a respective confidence value associated with the probability. A third module uses the predicted probabilities and confidence values to determine at least one option to be presented to the particular user.
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
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
G06F 17/18 - Complex mathematical operations for evaluating statistical data
Controlling the display of a computer device to deliver functions of a new type of clicker game, in which a player can control the location at which a booster is created on a game board. This provides a player with many more strategic options over game play because the clearing effects of a booster can be targeted more effectively. A game element which a player selects (clicks) to remove a group of adjacent matching game elements is identified and its location on the game board is ‘reserved’. When the game board refills, the ‘reserved’ location is not refilled, but remains as a ‘soft void’ in which a booster object can be created after refill has taken place. At that point the booster may be activated (automatically or by user interaction).
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/426 - 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 on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
55.
Method and apparatus for providing a computer implemented game
A game board is displayed on a display of a computer device. When a user engages with one or more game elements in a move, at least one processor of the computer device determines a first characteristic of a game element associated with the triggering of a first game element, a first direction associated with the triggering and a first set of locations along the first direction. The at least one processor is configured to associate each location of the determined first set of locations with a game element having the determined first characteristic.
A63F 13/426 - 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 on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
According to a first aspect, there is provided a computer device having a user interface and a processor. The user interface is configured to provide a gameboard comprising tiles supporting game objects. A pre-defined plurality of the tiles constitutes a segment of the gameboard supporting a group of game objects. The user interface is configured to detect user input when a user engages with a user activatable game element. The processor is configured to receive a detected user input, detect a match game condition of a plurality of adjacent game elements having matching characteristics, and, if the match condition is detected, remove the plurality of game elements and generate new game elements to replenish the gameboard. The processor is further configured to detect a segment condition associated with the segment, and, if detected, to replace the group of game objects of the segment with a replacement group of game objects.
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
A computer device comprises a user interface configured to display time information associated with a feature. The time information indicates when the feature will change from one of being available and unavailable to the other of being available and unavailable. The time information changes at a first rate. At least one processor is configured, in response to a user interaction via the user interface, to cause the user interface to display content, the time information being configured to change at a second different rate while the content is displayed.
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
58.
METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME
A computer device has a display which displays game elements of a level of a computer implemented game. The computer implemented game has the level and at least one other level which are associated with a group goal. At least one processor determines using game data associated with a move made by the user a first contribution to the goal. The processor determines using game data associated with a corresponding move by one or more other users a second contribution. The processor based on the first and second contributions of one or more moves if the group goal is satisfied.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/42 - 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
A method, implemented as computer code being executed by one or more processors, in which computer game graphics for a casual, social game are shown on a display of a computing device, where the casual, social game is downloaded as an app to a smartphone and/or tablet computer and can be accessed or played using a social network application or environment; and in which one or more of the processors are programmed such that: a notification is automatically generated if a player is stuck at a level for more than a defined time or after more than a defined number of attempts to pass that level, the notification alerting friends of the player so that they can assist him or her.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/25 - Output arrangements for video game devices
G06F 9/44 - Arrangements for executing specific programs
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63B 71/06 - Indicating or scoring devices for games or players
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A method of controlling a graphical user interface of a computer device, comprising displaying a first set of levels of levels of a game, the set of levels playable in a sequence wherein access to a next level is granted on completion of the preceding levels. At each level player inputs are received from a player engaging with that level, to enable the game to determine when that level has been completed and to determine a completion time for completion of all levels by the player. The completion time is compared a completion time of a set of levels by a different player. Based on the comparison, a winning player is determined and a winning streak for that player is determined.
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 13/56 - 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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
A messaging system for both generating and receiving message data, which breaks up a sent message and displays it as a time sequence of message parts on the receiving user's device. Breaks in the sent message are defined by delimiters, which are inserted into the message data by the user on the generate device and are detected by the receiving device. Delimiters or other part of the message data determine the time period for each part of the message. The first part of the message is displayed on the receiving user's device for the time period associated with that part. Once the time period for the first message part has expired, the next message part is displayed in addition to the preceding part. This continues until the whole sent message is displayed, thus creating a timeline of message parts for the receiving user.
A device, system, and computer implemented method for storing segmented data in a computer memory, the segmented data indicating which of a plurality of entities belong to which of a plurality of segments, each segment accommodating entities sharing a single binary characteristic. A computer receives a list of entity identifiers selected from a sequence of entity identifiers, each entity identifier in the list representing an entity which belongs to a segment; the computer uses the list to create a bitmap in which each bit has a bit position in a bit sequence corresponding to the sequence of entity identifiers. The state of each bit indicates whether the entity identifier representing that position in the sequence identifies an entity belonging in the segment or not; and the bitmap is stored in a memory in association with a segment identifier, as the segmented data.
G06F 16/00 - Information retrieval; Database structures therefor; File system structures therefor
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
G06F 16/22 - Indexing; Data structures therefor; Storage structures
A game server receives game data associated with a computer implemented game played on a user device. Using this data the computer implemented game is recreated in dependence to generate video data which corresponds to the computer implemented game being played on the user device.
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 13/25 - Output arrangements for video game devices
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/49 - Saving the game status; Pausing or ending the game
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 13/497 - Partially or entirely replaying previous game actions
69.
Method and apparatus for providing a computer implemented game
A user device provides a computer implemented game with different levels. The device has a user interface. A player selects a level via the user interface. When a level is selected, the associated game board in displayed. Information about the difficulty of at least one of the levels is displayed.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/798 - 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 13/352 - 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
70.
Computer method and a computer device for analyzing computer implemented applications
A computer implemented method comprises analysing data defining the first image which is displayable when a computer application runs to determine at least one candidate user interactive area in the image. A user interactive area is one which is responsive to user input when the computer application is run. The method comprises attempting to interact with the determined at least one candidate user interactive area and comparing the data defining the first image with data defining a further image to determine if the respective candidate user interactive area is an interactive area.
A method for displaying the relative positions of two players playing a game on a user device. The set of levels within an episode that a first player is playing are displayed on the graphical user interface of his computer device. These levels are set out in a predetermined order, wherein access to the next level is granted once the player has completed the preceding levels. Inputs from the player are received as the player plays each level. This enables the game to determine when the level has been completed, and to generate player data indicating the level the player is playing. In an episode race, the relative positions of the two players can then be displayed based on the time taken for the first and second players to complete one or more levels in their respective sets of levels. A player may compete against bots, created from historic user data, or against live opponents. In another feature, the user can select a specific theme from a group of themes to play an episode of the game in. In another feature, the user can invite another user to play in the same theme as him, even if the two players are playing different levels with different difficulties.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
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 13/56 - 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/355 - 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 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/69 - 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
72.
Game display screen or portion thereof with graphical user interface
A computer implemented method comprises receiving data about a first condition associated with an apps for a first user. It is determined if one or more sets of required conditions are respectively satisfied by the first condition and at least one stored condition. Each set of conditions is associated with content delivery. When a set of conditions is satisfied, the associated content is delivered to a first user device for the first user.
A computer device has a user interface configured to present to a user a selected one of a plurality of game levels. Each game level is associated with a set of rules which control the display of game outcomes. A pre-level screen is displayed to the user comprising selectable objects, each of which is associated with a set of rule modifications. The user selects one of the selectable objects. The set of rules associated with the game level is modified according to the rule modifications associated with the selected selectable object. The level is presented to the user for interaction according to the modified set of rules. A corresponding method and computer program is provided.
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
A computer device configured to: (a) render a game level in which a game board comprises a plurality of user selectable game elements of at least two types; (b) detect that a user has caused two user selectable game elements of the same type to be removed; (c) execute a refill process to refill vacancies on the game board after the game elements have been removed; (d) detect that a user has attained at least one objective of the game level by causing removal of certain user selectable game elements after a refill process; (e) access from a store a first portion of an object to be rendered on the display, the first portion associated with the at least one objective of the game level; and (f) in an environment view, render the first portion of the object within a representation of the virtual environment.
A63F 9/06 - Patience; Other games for self-amusement
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/69 - 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 13/80 - Special adaptations for executing a specific game genre or game mode
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A mechanism for refilling an electronic game board after game elements of different game types, for example those referred to as ‘clickers’ or ‘linkers,’ have been removed through play. In these games, a player must identify a group of matching game elements on a game board, select (or click on) a game element within the group. This causes the group of selecting matching game elements to be removed. A refill process is then executed to replenish the game board with new game elements. When competitors at remote devices are playing the same game board, there is a requirement to keep the game board aligned as play progresses. The present invention addresses the latency problem by enabling independent refill at respective computer devices which are engaged in a competitive game. The refill process may also be utilised on a single computer device where a single player is playing a 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
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
H04M 1/72427 - User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality for supporting games or graphical animations
According to a first aspect of the present invention, there is provided a computer device comprising: a user interface controllable to display to a user a gameboard of multiple user selectable game elements of at least two types; and a processor configured to: generate a user activatable booster object for display on the user interface; detect a user input to activate the booster object; activate the booster object to generate a booster effect; wherein the processor is further configured, on activation of the booster object, to generate the booster effect by detecting a group of game elements in a region defined on the gameboard; and sort the game elements in the group to display game elements of a matching type adjacent one another in the region to generate a sorted configuration of game elements in the region.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A computer device has a display, a user interface, and at least one processor. The processor is configured to provide a game board of a computer implemented game. The game board comprising a first dedicated area associated with a first player and a second dedicated area associated with a second player. When it is the first player's turn, the processor is configured to cause the display to display the first dedicated area and the common area. When it is the second player's turn, the processor is configured to cause the display to display the second dedicated area and the common area.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
A computer implemented method for modifying a limit value determining the number of moves available to a player in a given level of a computer implemented game. The method comprises using a counter to change a move count in response to a user input defining a move in the game, wherein no additional moves can be made if the number of moves made reaches a default limit value. Responsive to further user input, a first set of further moves is provided. The number of moves in the first set of further moves is dependent on the number of times a user has played the given of the computer implemented game and failed to complete an objective associated with the given level of the game.
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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/55 - Controlling game characters or game objects based on the game progress
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 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/67 - 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 13/80 - Special adaptations for executing a specific game genre or game mode
The invention relates to a computer implemented method for controlling the display of a tile image on a display of the computer device, the method comprising: storing in a computer memory at the computer device, image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image; selecting at random a tile image for display from a plurality of tile images; determining a location of each mask in the set of predefined masks for forming the selected tile image, in the image texture data; and supplying an indication of said location to a shader program executed on the computer device to control the shader program to use the set of predefined masks to form the selected tile image on said display.
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 13/332 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
A control module configured to control transferring data between a first shard location and a second shard location, the control module comprising at least one processor and at least one memory including a computer program code, the at least one memory and the computer program code configured to, with the at least one processor, cause the control module at least to: obtain a configuration mode indicator, the configuration mode indicator configured to identify a configuration mode phase from a series of phases; and control the transfer of data between the first shard location and the second shard location according to one of a series of control module behaviours based on the configuration mode phase, wherein at least one store module is configured to operate according to one of a series of defined store module behaviours also based on the configuration mode phase.
G06F 16/27 - Replication, distribution or synchronisation of data between databases or within a distributed database system; Distributed database system architectures therefor
G06F 16/21 - Design, administration or maintenance of databases
G06F 3/06 - Digital input from, or digital output to, record carriers
A control module transferring data between a shard and destination shards within a database comprising a plurality of shards, the control module: generating a first hash wheel distribution of shard allocations by applying a defined hashing function to a first integer value per shard allocation; generating a further hash wheel distribution of shard allocations by applying the defined hashing function to a further integer value per shard allocation; determining a range of hash values associated with data to be transferred between the shard and a destination shard, wherein the range of hash values, the shard and the destination shard are defined based on determining a difference between the first hash wheel distribution of shard allocations and the further hash wheel distribution of shard allocations; selecting and controlling the transfer of data associated with the determined range of hash values between the shard and the destination shard.
H04L 67/1097 - Protocols in which an application is distributed across nodes in the network for distributed storage of data in networks, e.g. transport arrangements for network file system [NFS], storage area networks [SAN] or network attached storage [NAS]
G06F 7/58 - Random or pseudo-random number generators
G06F 16/27 - Replication, distribution or synchronisation of data between databases or within a distributed database system; Distributed database system architectures therefor
H04L 9/06 - Arrangements for secret or secure communications; Network security protocols the encryption apparatus using shift registers or memories for blockwise coding, e.g. D.E.S. systems
A computer implemented method provided on a computer device comprises providing a web function running on a at least one processor to obtain a first identity from a first app. The web function transmits the first identity to a first server. A second app runs on the computer device and generates a series of events, at least one event comprising the first identity which are transmitted to for example, a streaming platform.
A method and apparatus for processing data are provided. The method and apparatus receive data relating to one or more computer implemented games. The data includes event identity information, which is parsed using an event definition of an event type. The event type is associated with the respective event identity information, wherein each event type belongs to an event class and to at least one semantic class. The parsed data is processed using information that defines one or more event classes or one or more semantic classes in order to provide a set of processed data.
G06F 16/25 - Integrating or interfacing systems involving database management systems
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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
86.
Method and apparatus for providing a computer implemented game
A display of a computer device displays a plurality of different levels of a computer implemented game and a first reward item. The first reward item is associated with a first level which has yet to be completed. At least one processor determines that a player has reached the first level and in response thereto, the display displays a second reward item. The second reward time associated with a second different level of said computer implemented game which has yet to be completed and a time limit. If the player reaches the second level within said time limit, a game reward is provided.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
A63F 13/69 - 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/35 - 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
A computer device comprises a user interface configured to display time information associated with a feature. The time information indicates when the feature will change from one of being available and unavailable to the other of being available and unavailable. The time information changes at a first rate. At least one processor is configured, in response to a user interaction via the user interface, to cause the user interface to display content, the time information being configured to change at a second different rate while the content is displayed.
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
91.
Method and apparatus for providing a computer implemented game
A computer device has a display which displays game elements in a game board. In a move, one or more game elements is removed from the game board and the game board is displayed on the display to be refilled. The computer device is configured to cause images showing at least the removal of the game elements and the refilling of the game board to be displayed on the display at a rate which increases over time.
A computer device has a touch screen which receive a series of inputs from a user. Each of the inputs comprise a single touch input of the user. A computer implemented game is displayed on the touch screen and has at least one game object controlled by the series of inputs. The game object performs a first action in response to at least one first touch in the series of inputs and a second different action in response to at least one second touch in the series of inputs. The first and second actions are performed by the game object one in conjunction with the other.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
A method comprising: storing information relating to one or more game objects; determining game objects to be displayed in a manner enabling a first user to play a game using the objects; causing at least one graphical representation associated with a second user to be displayed on the game board in association with at least one of the game objects, information of the at least one graphical representation being obtained from an electronic database storing information relating to a plurality of user profiles, and at least one game criteria being associated with the at least one graphical representation of the second user; and receiving a user input from the first user in response to the user input determining a match condition between a plurality of game objects, the match condition causing the game criteria to be satisfied; and responsive to satisfying the game criteria, initiating communication with the second user.
A computer device has a display and a user interface which detects user input. A memory stores information about other users and their associated game progress information. When a game with a game parameter is started, the processor will change the game parameter depending on the stored information. The updated parameter is displayed.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/35 - 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
The invention relates to a computer implemented method of controlling a display on a first computer device connected via a communication network to a plurality of other computer devices, the method comprising: receiving user inputs from the first and other computer devices during interaction with a game rendered on the display of each computer device, the game being played by users of the computer devices over the communication network; storing the user inputs in computer storage and generating user behaviour data based on the user inputs; accessing computer storage holding a plurality of contact identifiers of the users and controlling the display of the first computer device to display only a selected set of the stored contact identifiers, wherein the set of contact identifiers is selected to be displayed based on the user behaviour data.
A mechanism for refilling an electronic game board after game elements of different game types, for example those referred to as ‘clickers’ or ‘linkers,’ have been removed through play. In these games, a player must identify a group of matching game elements on a game board, select (or click on) a game element within the group. This causes the group of selecting matching game elements to be removed. A refill process is then executed to replenish the game board with new game elements. When competitors at remote devices are playing the same game board, there is a requirement to keep the game board aligned as play progresses. The present invention addresses the latency problem by enabling independent refill at respective computer devices which are engaged in a competitive game. The refill process may also be utilised on a single computer device where a single player is playing a 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
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
98.
Method and user device providing offline purchases of an in-game item
A user device supports a computer implemented game. An input from a user is received. This input requests a purchase of an in-game item. When this input is received, a determination is made as to whether the user device is on-line or not. If the user device is off-line, it is determined if the in-game item can be purchased in dependence on a locally available in-game currency budget. If so, the requested in-game item is provided in the computer implemented game.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
G06Q 20/12 - Payment architectures specially adapted for electronic shopping systems
G06Q 20/06 - Private payment circuits, e.g. involving electronic currency used only among participants of a common payment scheme
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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
99.
Method and apparatus for providing a computer implemented game
A computer implemented game has unlockable game elements. When unlocked these unlockable game elements may provide extra moves or the like when playing a level. These game elements may be associated with a level. The game elements are unlocked by playing the game over a set of levels.
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 13/537 - 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