A63F13/71

Systems and methods for providing multi-part persistent content
11607615 · 2023-03-21 · ·

The systems and methods discussed herein enable providing multi-part persistent content that may maintain a state across multiple presentations, including via different applications. In one such implementation, a first portion of a content item, such as a first level of a video game, may be provided to a client device, and the client device may interact with the game. An identification of a state of the game or completion of the first portion may be provided to a content server, which may store an association of the device or user with the execution state. At a subsequent time, a second portion of the content item, such as a second level of the game, may be provided to the client device, based on the stored association. This can prevent the repetitive transmission of the same content, thereby reducing use of computational and bandwidth resources.

Systems and methods for providing multi-part persistent content
11607615 · 2023-03-21 · ·

The systems and methods discussed herein enable providing multi-part persistent content that may maintain a state across multiple presentations, including via different applications. In one such implementation, a first portion of a content item, such as a first level of a video game, may be provided to a client device, and the client device may interact with the game. An identification of a state of the game or completion of the first portion may be provided to a content server, which may store an association of the device or user with the execution state. At a subsequent time, a second portion of the content item, such as a second level of the game, may be provided to the client device, based on the stored association. This can prevent the repetitive transmission of the same content, thereby reducing use of computational and bandwidth resources.

DETECTING CHEATING AND CHANGES IN PLAYING ABILITY IN PARTIAL KNOWLEDGE AND TRICK-TAKING GAMES
20230084016 · 2023-03-16 ·

Examples herein include systems for detecting cheating and changes in mental performance in card games, including bridge. The system can acquire board data for multiple events, the events including bridge games. For each event, determining performance values for a player based on the board and play data, wherein the performance values may additionally be based in part on timing data. The system can detect a deviation of by comparing the performance values against a threshold, wherein the threshold is based on past performance of known cheating players or the individual player. Then the system can alert a user when the likelihood of cheating or other changes exceeds a threshold.

APPLICATION CONTROL METHOD AND APPARATUS, DEVICE, AND COMPUTER-READABLE STORAGE MEDIUM

An application control method includes: acquiring a multimedia resource, the multimedia resource being based on historical data of an account that is logged into a second application, the account being the same as an account that is logged into a first application; and acquiring an operation instruction for the first application, executing the operation instruction in the first application, and displaying the multimedia resource.

Online gaming platform for random number generation
11478712 · 2022-10-25 ·

Various system and method of online gaming platform comprise a random number engine where cryptography and blockchain ledgers are utilized to generate random numbers. The random numbers can be utilized in the play of online wagering games. The online gaming platform is further integrated with a cryptocurrency exchange or transactions such that the games are played with any cryptocurrency and/or fiat currency seamlessly. The players play the games directly from a crypto exchange account.

Arcade Machine Strategy Guides
20230129391 · 2023-04-27 · ·

A strategy system is described that generates a strategy guide for a gameplay session at an arcade machine. To do so, the strategy system leverages a game-specific hash generated by a hashing system, which includes data describing a log of events that occurred during the gameplay session. The strategy guide includes a summary of the gameplay session curated based on a combination of a particular user associated with the gameplay session, a rulebook describing gameplay event scoring, and the specific event sequence described in the game-specific hash. The game-specific hash and the strategy guide are configured for output based on various considerations, such as display capabilities and network connections of the computing devices implementing the strategy system and/or the hashing system as well as characteristics of a computing device at which the strategy guide is output.

SYSTEMS AND METHODS TO CONTROL PUBLICATION OF USER CONTENT IN A VIRTUAL WORLD

A computing system and method to implement a three-dimensional virtual reality world having user created virtual objects. During the creation of a virtual object, a user of the virtual reality world identifies components and/or resources of the virtual object, such as a mesh model defining the shape of the virtual object, an image specifying the appearance of the virtual object, and a script defining the run time behavior of the virtual object. The computer system examines the components and/or resources duration the creation process of the virtual object to detect and/or address security threats and/or performance hurdles. Before the approval of the publication of the virtual object in the virtual world, the computer system performs a simulation of the rendering of the virtual object to detect security threats and evaluate performance impacts.

SYSTEMS AND METHODS TO CONTROL PUBLICATION OF USER CONTENT IN A VIRTUAL WORLD

A computing system and method to implement a three-dimensional virtual reality world having user created virtual objects. During the creation of a virtual object, a user of the virtual reality world identifies components and/or resources of the virtual object, such as a mesh model defining the shape of the virtual object, an image specifying the appearance of the virtual object, and a script defining the run time behavior of the virtual object. The computer system examines the components and/or resources duration the creation process of the virtual object to detect and/or address security threats and/or performance hurdles. Before the approval of the publication of the virtual object in the virtual world, the computer system performs a simulation of the rendering of the virtual object to detect security threats and evaluate performance impacts.

GAME PLATFORM USING PLAYER TOKEN NFTS AND METHODS FOR USE THEREWITH

A game system operates by receiving a start game request for game corresponding to a game application having a player token NFT associated therewith; generating launch metadata; sending the launch metadata to a wallet associated with a user of a client device, the wallet containing a private key associated with the player token NFT; receiving, from the wallet, a launch response that is generated based on the private key; generating, based on the launch response, ownership check data; sending the ownership check data to a blockchain system that stores the player token NFT; receiving, from the blockchain system, an ownership validation response; enabling, via the game application, play of a game associated with the game application when the ownership validation response indicates ownership of the player token NFT is verified; and preventing, via the game application, the play of the game when the ownership validation response indicates the ownership of the player token NFT is not verified.

Tracking unique in-game digital assets using tokens on a distributed ledger

A system and method for tracking digital assets associated with video games. The digital assets may be in-game digital assets, such as in-game items or characters. The digital assets may be video game digital media assets representing moments of gameplay of a video game, such as video clips or images. The digital asset is created, and a distributed ledger tracking a history of the digital asset is created and stored across devices. A unique token for the digital asset can include a unique identifier and metadata identifying properties of the digital asset. Changes to properties of the digital asset, such as ownership, visual appearance, or metadata, can be identified in a request to update the history. A new block can be generated for, and appended to, the distributed ledger identifying the changes to the history of the digital asset. The new block can include hashes of previous blocks.