A63F13/77

METHOD FOR CONTROLLING GAME APPARATUS, GAME SYSTEM, AND RECORDING MEDIUM

A program recorded on a computer-readable recording medium causes a processor of a game apparatus to function as a game controller that executes a video game and generates video information indicative of a video of the video game; and an acquirer that acquires message information that is output from a terminal apparatus configured to display a distributed video that is based on the video information, the message information including a message related to at least one of the distributed video or the video game. The game controller incorporates the message included in the message information into the video of the video game, based on progress status information indicative of a progress status of the video game.

METHOD AND APPARATUS FOR PRE-STARTING CLOUD APPLICATION, DEVICE, STORAGE MEDIUM, AND PROGRAM PRODUCT
20220347566 · 2022-11-03 ·

A method and apparatus for pre-starting a cloud application, a device, a storage medium, and a program product are provided. The method includes: installing a cloud application; in response to determining that the cloud application is provided with a pre-starting switch, pre-starting the cloud application, and rendering a running screen of the cloud application; and sending, in response to receiving a startup instruction of the cloud application sent by a user, the running screen to the user. This implementation provides more cloud application scenarios.

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.

Configuring Headset Voice Morph Based on Player Assignment
20230082664 · 2023-03-16 ·

Methods and systems are provided for adaptively controlling audio associated with users. In an audio system configured to output audio to a user of the system, reference data may be obtained and processed, and one or more audio control settings may be determined, based on the processing of the reference data, for adjusting audio in the system, with at least one of the one or more audio control settings configured to adjust or modify a voice associated with the user. The reference data may be obtained from a database associated with operation of the system by the user. The reference data may include a reference audio, with the reference audio being processed to determine at least one of the one or more audio control settings based on characteristics and/or parameters of the reference audio.

Server Architecture and Method for Implementing Online Multi-Player Games
20230083907 · 2023-03-16 ·

A server architecture and method for implementing online multi-player games are disclosed, the server architecture comprising regional servers, each of the regional servers having a designated region and configured to perform matchmaking for client devices based on the designated region. The server architecture further comprises a central data server configured to receive an identifier from a client device; select a regional server based on the identifier and the designated regions, and send a regional server ID of the selected regional server to the client device. Wherein the selected regional server is configured to receive from the central data server, player profile data associated with the identifier; and perform matchmaking by grouping the client device in an online play session with other client devices based on the designated region of the selected regional server.

Server Architecture and Method for Implementing Online Multi-Player Games
20230083907 · 2023-03-16 ·

A server architecture and method for implementing online multi-player games are disclosed, the server architecture comprising regional servers, each of the regional servers having a designated region and configured to perform matchmaking for client devices based on the designated region. The server architecture further comprises a central data server configured to receive an identifier from a client device; select a regional server based on the identifier and the designated regions, and send a regional server ID of the selected regional server to the client device. Wherein the selected regional server is configured to receive from the central data server, player profile data associated with the identifier; and perform matchmaking by grouping the client device in an online play session with other client devices based on the designated region of the selected regional server.

RESOURCE ALLOCATION METHOD AND APPARATUS, READABLE MEDIUM, ELECTRONIC DEVICE, AND PROGRAM PRODUCT

A resource allocation method and apparatus, a readable medium, an electronic device and a program product are provided. The resource allocation method includes: collecting a current online user quantity of a cloud game in a current time period, and counting an online user quantity of the cloud game in a historical time cycle; predicting a target online user change quantity of the cloud game in a future time period according to the current online user quantity and the online user quantity of the cloud game in the historical time cycle, the future time period being a time period having a same time length as the current time period; and dynamically adjusting, according to the target online user change quantity, cloud computing resources allocated to the cloud game, preloading a game client being based on the cloud computing resources

RESOURCE ALLOCATION METHOD AND APPARATUS, READABLE MEDIUM, ELECTRONIC DEVICE, AND PROGRAM PRODUCT

A resource allocation method and apparatus, a readable medium, an electronic device and a program product are provided. The resource allocation method includes: collecting a current online user quantity of a cloud game in a current time period, and counting an online user quantity of the cloud game in a historical time cycle; predicting a target online user change quantity of the cloud game in a future time period according to the current online user quantity and the online user quantity of the cloud game in the historical time cycle, the future time period being a time period having a same time length as the current time period; and dynamically adjusting, according to the target online user change quantity, cloud computing resources allocated to the cloud game, preloading a game client being based on the cloud computing resources

NON-TRANSITORY COMPUTER-READABLE MEDIUM AND VIDEO GAME PROCESSING SYSTEM
20230084431 · 2023-03-16 · ·

A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to determine an influence area of an object on a character is provided. The functions includes: a registering function configured to register influence area information in advance, a relationship between a plurality of unit areas around an object when a character is connected to the object and a structural model constituting the character being set for each of the unit areas in the influence area information for each combination of the character and the object; and an outputting function configured to output, in a case where a certain combination of a character and an object is specified, influence area information corresponding to the certain combination.

Method, apparatus, device, and storage medium for running stand-alone program

A method for running a stand-alone program includes: running the stand-alone program in a first main program, and establishing a network connection between a first terminal and a second terminal through the first main program run in the first terminal and a second main program run in the second terminal; and transmitting, by the first terminal, image information to the second terminal and transmitting, by the second terminal, a second operation command to the first terminal, through the network connection. A first operation object and a second operation object in the stand-alone program are separately controlled.