Patent classifications
A63F13/47
GAME THEORETIC DECISION MAKING
Aspects related to game theoretic decision making may be implemented utilizing a sensor, a memory, and a processor. The sensor may detect other vehicles and corresponding attributes as an observation. The memory may store instructions. The processor may execute the instructions to perform acts, actions, or steps, such as constructing a search tree based on the observation, an initial belief, and a vehicle identified as a current opponent vehicle, performing a Monte Carlo Tree Search (MCTS) on the search tree based on a planning horizon and a time allowance to determine a desired action from a set of ego-actions, executing, via vehicle systems, the desired action, detecting an updated observation associated with one or more of the other vehicles, identifying the other vehicles to be updated as the current opponent vehicle, and updating a root node of the search tree based on the current opponent vehicle.
GAME THEORETIC DECISION MAKING
Aspects related to game theoretic decision making may be implemented utilizing a sensor, a memory, and a processor. The sensor may detect other vehicles and corresponding attributes as an observation. The memory may store instructions. The processor may execute the instructions to perform acts, actions, or steps, such as constructing a search tree based on the observation, an initial belief, and a vehicle identified as a current opponent vehicle, performing a Monte Carlo Tree Search (MCTS) on the search tree based on a planning horizon and a time allowance to determine a desired action from a set of ego-actions, executing, via vehicle systems, the desired action, detecting an updated observation associated with one or more of the other vehicles, identifying the other vehicles to be updated as the current opponent vehicle, and updating a root node of the search tree based on the current opponent vehicle.
Node based world mapping for finite, depth first search
Methods and systems for providing assistance for an online game executed by a cloud gaming system includes receiving a game objective of a user playing the online game. A current location of the user in the online game is identified. A map of vector points defined for the online game is traversed in a backward direction from a vector point corresponding to location of the game objective to the current location, to identify vector points corresponding to activities performed by a plurality of prior players to achieve the game objective for the online game. A predicate list of the activities identified from the traversing is generated for presenting to the user. The predicate list specifies a sequence in which the activities need to be performed to achieve the game objective. The activities presented in the predicate list are dynamically adjusted based on changes to the current location of the user detected in the online game.
SYSTEM, METHOD AND COMPUTER PROGRAM PRODUCT FOR EXECUTING A CUSTOMIZED ALTERNATE REALITY SCRIPT
The present invention provides a system, method and computer program for a customizable player-director alternate reality game where a director customizes activities within the game based on activity data from a player.
Composing an image
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.
Composing an image
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.
Readable and Editable NPC Behavior Creation using Reinforcement Learning
According to a first aspect of this specification, there is disclosed a computer implemented method comprising: training, based on an initial behavior goal and using reinforcement-learning, a reinforcement-learning model for controlling behavior of a non-playable character in a computer game environment; converting the trained reinforcement-learning model into a behavior tree model for controlling behavior of the non-playable character; editing, based on a user input, the behavior tree model to generate an updated behavior tree model for controlling behavior of the non-playable character; and outputting a final model for controlling non-player character behavior for use in the computer game environment, wherein the model for controlling non-player character behavior is based at least in part on the updated behavior tree model.
Configuration for nonlinear gameplay
An improved computer implemented process for providing an interactive game event for two or more users. A game event is configured to comprise one or more independently progressing sub-processes (SP1-SP6) into which groups of game characters (C1-C3) are selected. Selected game characters (C1-C3) are provided with a set of allowed interaction functions for activation in the sub-process (SP1-SP6). The state of the sub-process (SP1-SP6) is changed in response to a game character (C1-C3) activating an interaction function from the set of allowed interaction functions, and the set of allowed interaction functions of the game characters (C1-C3) is updated in response to state change of the sub-process (SP1-SP6).
Configuration for nonlinear gameplay
An improved computer implemented process for providing an interactive game event for two or more users. A game event is configured to comprise one or more independently progressing sub-processes (SP1-SP6) into which groups of game characters (C1-C3) are selected. Selected game characters (C1-C3) are provided with a set of allowed interaction functions for activation in the sub-process (SP1-SP6). The state of the sub-process (SP1-SP6) is changed in response to a game character (C1-C3) activating an interaction function from the set of allowed interaction functions, and the set of allowed interaction functions of the game characters (C1-C3) is updated in response to state change of the sub-process (SP1-SP6).
Asset transfers between interactive social games
A method and system to transfer assets between interactive social games is described. In some embodiments, the method generates a visual expression of a transfer mechanism in a first computer-implemented game. The method further generates the visual expression of the transfer mechanism in a second computer-implemented game. The transfer mechanism is capable of transferring an in-game asset from the first computer-implemented game to the second computer-implemented game. The method transfers the in-game asset from the first computer-implemented game to the second computer-implemented game using the transfer mechanism.