A63F13/32

Video game overlay

A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.

System, method and apparatus for collecting and utilizing big data for online gameplay

A system, method and apparatus for capturing data from a plurality of users for providing online gameplay based on captured user sensor data. User sensor data is captured from a plurality of sensor capture devices relative to an associated user so as to be transmitted to a gameplay server. The gameplay server executes instructions to generate a user interface on a user's client computing device for providing gameplay on each user client portable computing device utilizing, and pertinent to, the captured sensor data.

System, method and apparatus for collecting and utilizing big data for online gameplay

A system, method and apparatus for capturing data from a plurality of users for providing online gameplay based on captured user sensor data. User sensor data is captured from a plurality of sensor capture devices relative to an associated user so as to be transmitted to a gameplay server. The gameplay server executes instructions to generate a user interface on a user's client computing device for providing gameplay on each user client portable computing device utilizing, and pertinent to, the captured sensor data.

ADAPTIVE OBJECT PLACEMENT IN COMPUTER-IMPLEMENTED GAMES
20170361232 · 2017-12-21 ·

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for an Alliance Engine. The Alliance Engine receives a selection, by a first player, of a first tile to be controlled by a first enforcer asset on behalf of the first player. The first tile provides access to a first type of in-game resource to the first player. The Alliance Engine detects the first tile is adjacent to a second tile. The second tile is controlled by a second enforcer asset on behalf of a second player. The first player and the second player belong to a player alliance. The second tile providing access to a second type of in-game resource to the second player. Based on the detected adjacency, the Alliance Engine transfers a portion of the first type of in-game resource of the first tile to the second player. The Alliance Engine transfers a portion of the second type of in-game resource of the second tile to the first player.

INTERACTIVE GAMEPLAY PLAYBACK SYSTEM

The disclosure provides a video playback system for use within a game application and/or other interactive computing environments. The video playback system can be used to capture gameplay during execution of a game application. The captured gameplay video can be processed and stored within the game application or in a network accessible location.

INTERACTIVE GAMEPLAY PLAYBACK SYSTEM

The disclosure provides a video playback system for use within a game application and/or other interactive computing environments. The video playback system can be used to capture gameplay during execution of a game application. The captured gameplay video can be processed and stored within the game application or in a network accessible location.

In-browser emulation of multiple technologies to create consistent visualization experience
09844723 · 2017-12-19 · ·

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein to render one or more graphical objects on multiple types of browsers despite the browsers providing support for different graphical capabilities. A Rendering Engine receives source data associated with a graphical object. The Rendering Engine receives an identification of a program for rendering the graphical object in a first browser that supports a graphical capability. The Rendering Engine infers an intended first graphical result of the program. The Rendering Engine identifies a function for rendering a second graphical result in a second browser that does not support the graphical capability. The second graphical result is similar to the intended first graphical result of the program. The Rendering Engine generates target data based on the source data. The Rendering Engine calls the function according to the target data.

PERSISTENT GAME SESSIONS WITH MULTIPLAYER SUPPORT
20170354877 · 2017-12-14 ·

Embodiments of the present disclosure provide techniques for initiating direct-connection multiplayer game sessions and for resuming a previously-adjourned multiplayer game session using a stored game object representing a state of the game session. In one exemplary method, a multiplayer gaming application may be executed on a first terminal, which may be associated with a first user. The first terminal may access a game object stored on a content management server that contains data representing a state of a previously adjourned session of the multiplayer gaming application. Further, the first terminal may determine, from the game object, a second terminal associated with a second user. The first terminal may host a session between the first terminal and the second terminal. Finally, an updated game object reflecting an updated state of the session may be stored on the content management system.

PERSISTENT GAME SESSIONS WITH MULTIPLAYER SUPPORT
20170354877 · 2017-12-14 ·

Embodiments of the present disclosure provide techniques for initiating direct-connection multiplayer game sessions and for resuming a previously-adjourned multiplayer game session using a stored game object representing a state of the game session. In one exemplary method, a multiplayer gaming application may be executed on a first terminal, which may be associated with a first user. The first terminal may access a game object stored on a content management server that contains data representing a state of a previously adjourned session of the multiplayer gaming application. Further, the first terminal may determine, from the game object, a second terminal associated with a second user. The first terminal may host a session between the first terminal and the second terminal. Finally, an updated game object reflecting an updated state of the session may be stored on the content management system.

Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.