Patent classifications
A63F13/47
Systems and methods for creating linear video from branched video
Computer-implemented methods and systems for creating non-interactive, linear video from video segments in a video tree. Selectably presentable video segments are stored in a memory, with each segment representing a predefined portion of one or more paths in a traversable video tree. A linear, non-interactive video is automatically created from the selectably presentable video segments by traversing at least a portion of a first path in the video tree and, upon completion, is provided to a viewer for playback.
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.
METHOD FOR INTERACTIVE PLOT JUMPING, METHOD FOR DISPLAYING INTERACTIVE PLOT INTERFACE, APPARATUS, AND DEVICE
This application discloses a method for interactive plot jumping, a method for displaying an interactive plot interface, an apparatus, and a device. The method includes obtaining current node information comprising a first plot path that reaches a current node and a plot parameter of the current node, the current node indicating a plot where a user is currently located; obtaining target node information in response to a plot jump instruction for a target node, the plot jump instruction instructing a plot to jump from the current node to the target node; performing path splicing on the first plot path and the historical plot path to obtain a spliced plot path that conforms to a plot logic rule and satisfies a plot parameter condition, the spliced plot path leading to the target node; and updating the plot parameter corresponding to the target node based on the spliced plot path.
METHOD FOR INTERACTIVE PLOT JUMPING, METHOD FOR DISPLAYING INTERACTIVE PLOT INTERFACE, APPARATUS, AND DEVICE
This application discloses a method for interactive plot jumping, a method for displaying an interactive plot interface, an apparatus, and a device. The method includes obtaining current node information comprising a first plot path that reaches a current node and a plot parameter of the current node, the current node indicating a plot where a user is currently located; obtaining target node information in response to a plot jump instruction for a target node, the plot jump instruction instructing a plot to jump from the current node to the target node; performing path splicing on the first plot path and the historical plot path to obtain a spliced plot path that conforms to a plot logic rule and satisfies a plot parameter condition, the spliced plot path leading to the target node; and updating the plot parameter corresponding to the target node based on the spliced plot path.
METHOD AND APPARATUS FOR FACILITATING A SEQUENCE OF EVENTS ALONG RAILS OF A BATTLE FIELD VIA A COMPUTER SIMULATION
A video gaming system and/or interactive gaming process uses a resource confined simulation (“RCS”) system to emulate battles based on at least in part on historical events. One embodiment of video game system provides a film mode which initiates a sequence of events emulating a series of combat events based on at least a portion of historical events. In addition, the video game provides a method of timeline or geographic normalization in multiverse events during a video game for synchronizing time discrepancies between various nodes in the theater of battle fields.
LEVEL SCREEN DISPLAY METHOD, APPARATUS, DEVICE AND STORAGE MEDIUM
A level screen displaying method, apparatus, device and storage medium, falling within the field of application programs supporting a virtual environment, is applied to a terminal device, a level provided by the terminal device including at least two sub-levels. The method including: displaying the level screen, the level screen displaying a virtual character located in a first sub-level (320); controlling the virtual character to move in the first sub-level in response to a moving operation (340); loading a second sub-level in response to the virtual character moving to a trigger position of the second sub-level in the first sub-level (360); and controlling the virtual character to move from the first sub-level to the second sub-level (380). According to this application, a terminal only needs to load level resources of a part of the sub-levels in the running process, without loading all level resources of the whole level at the same time, thereby reducing higher requirements on computing performance and cache resources of the mobile terminal.
Software path prediction via machine learning
Disclosed are a computer system, a software path prediction computer, non-transitory computer-readable medium, and method for determining a predicted software path that utilize segmentation machine learning in combination with ensemble machine learning to keep a most accurate model running on a server program that receives requests from and sends predicted software path(s) to a software client.
Apparatus and method for predicting result of the computer game
An apparatus and a method for predicting a result of a computer game at a specific time point using obtaining play attributes of the computer game in a time slot including the specific time point; and predicting the result of the computer game at the specific time point by inputting the play attributes to a game result prediction model corresponding to the time slot are provided.
Apparatus and method for predicting result of the computer game
An apparatus and a method for predicting a result of a computer game at a specific time point using obtaining play attributes of the computer game in a time slot including the specific time point; and predicting the result of the computer game at the specific time point by inputting the play attributes to a game result prediction model corresponding to the time slot are provided.
ELECTRICAL COMPUTERS AND DIGITAL PROCESSING SYSTEMS INVOLVING INTERPROGRAM OR INTERPROCESS COMMUNICATION REGARDING RISK IN AMUSEMENT DEVICES AND GAMES
Various methods and apparatus related to gaming are described. Some embodiments relate to managing risk. Risk may be managed across different jurisdictions and among a plurality of wagering venues. Other embodiments are described.