A63F13/34

ELECTRONIC DEVICE, METHOD, AND COMPUTER READABLE STORAGE MEDIUM FOR ADAPTIVELY SWITCHING MODE OF GAME BASED ON DETECTION OF ERROR

According to various embodiments, when executing the communication circuit and at least one memory configured to store instructions and the instructions, the first electronic device include at least one processor configured to receive, via the communication circuit from a second electronic device that has received at least portion of first data for an execution of a game, a signal for indicating that a local mode is not available in the second electronic device, the local mode playing the game by executing in the second electronic device the game based on the first data; transmit, via the communication circuit to the second electronic device, second data for providing a cloud mode of the game to the second electronic device, based on the reception of the signal, the cloud mode playing the game by receiving, by the second electronic device, at least one content of the game executed in a third electronic device.

ELECTRONIC DEVICE, METHOD, AND COMPUTER READABLE STORAGE MEDIUM FOR ADAPTIVELY SWITCHING MODE OF GAME BASED ON DETECTION OF ERROR

According to various embodiments, when executing the communication circuit and at least one memory configured to store instructions and the instructions, the first electronic device include at least one processor configured to receive, via the communication circuit from a second electronic device that has received at least portion of first data for an execution of a game, a signal for indicating that a local mode is not available in the second electronic device, the local mode playing the game by executing in the second electronic device the game based on the first data; transmit, via the communication circuit to the second electronic device, second data for providing a cloud mode of the game to the second electronic device, based on the reception of the signal, the cloud mode playing the game by receiving, by the second electronic device, at least one content of the game executed in a third electronic device.

Methods and Systems for Continuing to Execute a Simulation After Processing Resources Go Offline
20230108566 · 2023-04-06 ·

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

Methods and Systems for Continuing to Execute a Simulation After Processing Resources Go Offline
20230108566 · 2023-04-06 ·

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

CONTROLLING CLIENT OPERATION WITH SEGMENTATION OF CLIENTS
20230134645 · 2023-05-04 ·

Data specifying a first segment of a set of clients and first configuration parameters can be received. The first configuration parameters can specify operation of a first interface. The first interface can be integrated into an application. The first segment, including a first subset of the set of clients, can be determined. A request for initiation of operation can be received from the first interface. The first segment can be determined to include a first client. The first configuration parameters can be transmitted. The first configuration parameters can cause the first client to modify operation of the first interface in response to receiving the transmitted configuration parameters. Related apparatus, systems, techniques and articles are also described.

METHOD AND APPARATUS FOR ESTABLISHING ASSOCIATION BETWEEN VIRTUAL AND REAL VEHICLES IN BLOCKCHAIN NETWORK
20230132804 · 2023-05-04 ·

The present disclosure provides a method for establishing an association between a virtual vehicle and a real vehicle in a blockchain network. The method includes receiving a code of the virtual vehicle in the blockchain network and an identification code of the real vehicle; verifying whether the code of the virtual vehicle is associated with the identification code of the real vehicle by calling a smart contract; in response to that the association is successful, recording the association in an association table; receiving driving data uplinked to the blockchain network by the real vehicle; and determining a value reward based on a blockchain network gain of the associated virtual vehicle and the driving data of the real vehicle.

METHOD AND APPARATUS FOR ESTABLISHING ASSOCIATION BETWEEN VIRTUAL AND REAL VEHICLES IN BLOCKCHAIN NETWORK
20230132804 · 2023-05-04 ·

The present disclosure provides a method for establishing an association between a virtual vehicle and a real vehicle in a blockchain network. The method includes receiving a code of the virtual vehicle in the blockchain network and an identification code of the real vehicle; verifying whether the code of the virtual vehicle is associated with the identification code of the real vehicle by calling a smart contract; in response to that the association is successful, recording the association in an association table; receiving driving data uplinked to the blockchain network by the real vehicle; and determining a value reward based on a blockchain network gain of the associated virtual vehicle and the driving data of the real vehicle.

LIVE-COMMERCE SYSTEM FOR DETERMINING WINNERS THROUGH GAMES AND METHOD THEREOF
20230206296 · 2023-06-29 · ·

A live-commerce system according to an embodiment of the present disclosure includes a seller terminal equipped with a live-commerce application, a user terminal equipped with the live-commerce application, and a live-commerce server configured to utilize a chat function between the seller terminal and the user terminal to progress a game selected as a method of selling a product by the seller. In this case, the live-commerce server delivers a chat message including game information related to the selected game to the user terminal based on a time of the live-commerce server to control chatting and the game information to be displayed on the user terminal without a time difference through the chat function.

Web-Based Game Controller
20230201714 · 2023-06-29 ·

A video game system includes a video server system (VSS) having a first network address. The VSS pairs a game controller having a second network address with a display system having a third network address. The VSS receives controller data packets directed to the first network address from the game controller over a first communication channel. The controller data packets include the second network address and information for updating a game state of a video game. The VSS decodes the controller data packets and directs generation of an updated game state of the video game using information within the controller data packets. The VSS generates a video stream of the video game using the updated game state. The VSS transmits the video stream to the display system at the third network address over a second communication channel. The first and second communication channels differ by at least one network segment.

Plug and play tangible user interface system

Systems and methods are provided for a dynamic user interface for interacting with computer applications by a user physically manipulating interactive floor tiles. The interactive floor tiles may be networked, and may use a communication bus 204 within the network for communicating the connection status of tiles in the network and/or any user input received by one or more tiles in the network. The tile network module may communicate data to a computer via a data collection module. The data collection module may be internal or external to the computer, and may be used to translate data from one communication format to another, for example, from RS485 framework to RS232 framework. The interactive floor tiles may be configured into various shapes at any time by a user, and the changes to the tiles may be mapped to the computer application screen in real-time.