A63F13/35

SYSTEMS AND METHODS FOR DISTRIBUTING BENEFITS TO UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
20230001301 · 2023-01-05 ·

Systems and methods to distribute benefits to unique digital articles based on real-world information are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record and control eligibility of player-owned unique digital articles to receive distributions of benefits; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits based on the real-world information and on the eligibilities of the player-owned unique digital articles; and provide the distributions accordingly.

Method for sharing a portion of gameplay of a video game

A method for sharing gameplay of a video game, including: executing the video game by a server of a cloud gaming system, wherein executing the video game includes generating a first game state of the video game for said gameplay of the video game by a first user; streaming the gameplay over a network during said execution of the video game to enable the gameplay by the first user; receiving, during said gameplay, a command to share an interactive playable portion of the gameplay by the first user; responsive to the command, providing to a second user access to the interactive playable portion of the video game through a website interface, wherein the gameplay of the interactive playable portion by the second user generates a second game state of the video game that is generated during a different session from the generation of the first game state.

Method for sharing a portion of gameplay of a video game

A method for sharing gameplay of a video game, including: executing the video game by a server of a cloud gaming system, wherein executing the video game includes generating a first game state of the video game for said gameplay of the video game by a first user; streaming the gameplay over a network during said execution of the video game to enable the gameplay by the first user; receiving, during said gameplay, a command to share an interactive playable portion of the gameplay by the first user; responsive to the command, providing to a second user access to the interactive playable portion of the video game through a website interface, wherein the gameplay of the interactive playable portion by the second user generates a second game state of the video game that is generated during a different session from the generation of the first game state.

CONTEXT-AWARE MODEL GENERATING METHOD AND IMPORTANT EVENT DETERMINING METHOD IN E-SPORTS GAME, AND IN-GAME CONTEXT MANAGEMENT SERVER PERFORMING THE SAME METHODS

Provided are a context-aware model generating method, an important event determining method, and an in-game context management server for performing the same methods. The context-aware model generating method includes generating a context-aware model which determines whether an important event of a video game occurs by using in-game data, utterance data, and chat data collected from the video game capable of being broadcasted as a sports game video. The important event determining method includes combining candidate events predictable from each of the in-game data, the utterance data, and the chat data based on the context-aware model, and determining, as an important event, a candidate event including a duplicate game content among candidate events.

CONTEXT-AWARE MODEL GENERATING METHOD AND IMPORTANT EVENT DETERMINING METHOD IN E-SPORTS GAME, AND IN-GAME CONTEXT MANAGEMENT SERVER PERFORMING THE SAME METHODS

Provided are a context-aware model generating method, an important event determining method, and an in-game context management server for performing the same methods. The context-aware model generating method includes generating a context-aware model which determines whether an important event of a video game occurs by using in-game data, utterance data, and chat data collected from the video game capable of being broadcasted as a sports game video. The important event determining method includes combining candidate events predictable from each of the in-game data, the utterance data, and the chat data based on the context-aware model, and determining, as an important event, a candidate event including a duplicate game content among candidate events.

VIDEO GAME TESTING AND AUTOMATION FRAMEWORK

An automated video game testing framework and method includes communicatively coupling an application programming interface (API) to an agent in a video game, where the video game includes a plurality of in-game objects that are native to the video game. The agent is managed as an in-game object of the video game. A test script is executed to control the agent, via the API, to induce gameplay and interrogate a behavior of a test object. The test object is identified from the plurality of in-game objects based on a query that specifies an object attribute of the test object.

Game system, game system control method, computer-readable non-transitory storage medium having game program stored therein, and game apparatus

Operation data is acquired from either a first type of controller having a plurality of operation sections or a second type of controller having fewer operation sections, and a game process is performed. When the first type of controller is used for game operation, a selection item is switched in a forward direction for a plurality of items arranged in a predetermined order, in accordance with an operation on a first operation section, and the selection item is switched in a reverse direction in accordance with an operation on a second operation section. In addition, when the second type of controller is used for game operation, the selection item is switched in the forward direction in accordance with an operation on a third operation section of the second type of controller. Then, a UI image including these items is generated.

Game system, game system control method, computer-readable non-transitory storage medium having game program stored therein, and game apparatus

Operation data is acquired from either a first type of controller having a plurality of operation sections or a second type of controller having fewer operation sections, and a game process is performed. When the first type of controller is used for game operation, a selection item is switched in a forward direction for a plurality of items arranged in a predetermined order, in accordance with an operation on a first operation section, and the selection item is switched in a reverse direction in accordance with an operation on a second operation section. In addition, when the second type of controller is used for game operation, the selection item is switched in the forward direction in accordance with an operation on a third operation section of the second type of controller. Then, a UI image including these items is generated.

Method and system for automatic and interactive model training using domain knowledge in video games

A computer-implemented method is provided of allowing a user to automatically transform domain knowledge into a machine learning model to be used in real-time operation of video games. The method comprises providing a user interface which allows a user to define domain knowledge relating to a video game by specifying one or more labeling functions; transforming the labeling functions into executable code; labeling raw data relating to the video game using the executable code to obtain labeled data; and applying an automated machine learning module to the labeled data to obtain a machine learning model.

Non-transitory computer-readable recording medium and method for controlling communication between a server device and a terminal device
11712632 · 2023-08-01 · ·

A non-transitory computer-readable recording medium containing a program, which, when executed by processing circuitry of a terminal device that communicates with a server device, causes the processing circuitry to: execute a game part, the server device being for storing ranking information including a plurality of first points each corresponding to each of a plurality of user groups to each of which one or more users belong, the ranking information also including a rank of each user group determined based on the corresponding first point; in response to an execution result of the game part satisfying a first condition, transmit, to the server device, a request for changing the first point corresponding to a first user group among the user groups to which the user of the terminal device belongs; and receive, from the server device, the ranking information updated based on the first point after being changed.