Patent classifications
A63F13/79
METHOD FOR GAME ACCOUNT TRADING
Through the present invention, game players can auction or transact game objects under their game accounts, such as roles, props, services, etc. The management of game account trading through the trading platform will also protect the safety of game object transactions. In addition, players can also take advantage of the functions of the present invention to manage their auctions and negotiate prices.
PROGRAM, ELECTRONIC DEVICE, METHOD, AND SYSTEM
An electronic device 10 includes: a setting unit 231 that sets an association between a first game medium that is selected by a player and that serves as an operation target in the game and a second game medium that is selected by the player; a skip-processing-procedure deciding unit 232 that decides, on the basis of priorities respectively associated with skill-related processing procedures of the first game medium and the second game medium, the skill-related processing procedure that becomes a skip target; and a skill-processing-procedure executing unit 233 that executes skill processing procedures respectively associated with the first game medium and the second game medium on the basis of a player input, wherein the skill-processing-procedure executing unit 233 skips the decided skill-related processing procedure when the skill processing procedures associated with the first game medium and the second game medium are executed.
GAME ANALYSIS PLATFORM WITH AI-BASED DETECTION OF GAME BOTS AND CHEATING SOFTWARE
A method is implemented via a game analysis platform that includes at least one processor and at least one memory. The method includes: generating a training data set based on game data collected from actual players; training an artificial intelligence (AI) model using machine learning based on the training data set; gathering actual game data from game play; processing the actual game data via the AI model to generate detection results; and detecting a potential player bot or use of cheating software when detection results exceed a detection threshold.
GAME ANALYSIS PLATFORM WITH AI-BASED DETECTION OF GAME BOTS AND CHEATING SOFTWARE
A method is implemented via a game analysis platform that includes at least one processor and at least one memory. The method includes: generating a training data set based on game data collected from actual players; training an artificial intelligence (AI) model using machine learning based on the training data set; gathering actual game data from game play; processing the actual game data via the AI model to generate detection results; and detecting a potential player bot or use of cheating software when detection results exceed a detection threshold.
Systems and Methods for Distributed Entity Tracking
In some aspects, the disclosure is directed to methods and systems for secure and authenticated tracking of entity possession via a lightweight centralized or distributed ledger. Ownership records of different entities may be recorded on an immutable ledger such that provenance of the entities is verifiable and a user cannot create or counterfeit an entity. In some implementations, the system may store metadata of entities in a separate database that may store records for each entity and correspond to the respective entity's virtual identifier, enabling the ledger records to contain much less data, saving memory resources and the energy that is required to maintain the ledger. In some implementations, distributed incremental values may be provided to members of an ownership or possession chain of an entity, which may encourage compliance, reporting of ownership transfer, and encourage additional transfers.
Systems and Methods for Distributed Entity Tracking
In some aspects, the disclosure is directed to methods and systems for secure and authenticated tracking of entity possession via a lightweight centralized or distributed ledger. Ownership records of different entities may be recorded on an immutable ledger such that provenance of the entities is verifiable and a user cannot create or counterfeit an entity. In some implementations, the system may store metadata of entities in a separate database that may store records for each entity and correspond to the respective entity's virtual identifier, enabling the ledger records to contain much less data, saving memory resources and the energy that is required to maintain the ledger. In some implementations, distributed incremental values may be provided to members of an ownership or possession chain of an entity, which may encourage compliance, reporting of ownership transfer, and encourage additional transfers.
Using machine learning to estimate or forecast resource use with time-varying demand in gaming platforms
A method and system is disclosed for training a machine learning model by generating first training input that includes a first number of reports at a first point in time. The reports are submitted by the users of the gaming platform and identify incidents where content of the gaming platform violates a policy of use associated with the gaming platform. The method and system generates second training input including a number of resources active at the first point in time. The method and system generates first target output identifies a number of resources sufficient to evaluate the target percentage of the first number of reports. The method and system provide the training data to train the machine learning model on (i) a set of training inputs comprising the first training input and the second training input, and (ii) a set of target outputs comprising the first target output.
Server-based game activity suggestions
Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data and an identifier of a mechanic used to complete the activity. The identifiers can be predefined in program code of the video game. The identifiers data can be received based on an execution of the program code. The event data is processed to determine, for a user that has not completed the activity, a readiness of the user to perform the activity. Depending on the readiness, the activity can be suggested in a user interface element.
Server-based game activity suggestions
Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data and an identifier of a mechanic used to complete the activity. The identifiers can be predefined in program code of the video game. The identifiers data can be received based on an execution of the program code. The event data is processed to determine, for a user that has not completed the activity, a readiness of the user to perform the activity. Depending on the readiness, the activity can be suggested in a user interface element.
Game Delivery System
A distributed computer system for delivering a requested game experience at any venue of a plurality of distributed venues comprises: at each venue: a plurality of local units serving respective gameplay areas of the venue, each local unit coupled to a set of multimedia gaming equipment for delivering a game experience in its gameplay area, and a venue central unit configured to connect to each of the local units of that venue; a booking system for managing game bookings across the plurality of distributed venues, the booking system configured to receive, from a user device, a booking request denoting a requested venue of the plurality of distributed venues, and create a booking in response; and a master central server configured to connect to the session management system and the venue central unit of each venue; wherein the master central server is configured to generate a game session based on the booking, and automatically communicate the game session to the venue central unit of the requested venue, wherein the venue central unit receiving the game session is configured render accessible, to the local unit serving one of the gameplay areas, game details of the game session, and wherein that local unit is configured to deliver the requested game experience within that gameplay area, using its set of multimedia gaming equipment, based on the game details of the game session.