A63F13/825

INFORMATION PROCESSING SYSTEM, RECORDING MEDIUM, AND INFORMATION PROCESSING METHOD
20230190137 · 2023-06-22 ·

To provide a mechanism capable of suppressing long-term progress of a decline.

An information processing system including: an acquisition unit configured to acquire user-related information concerning a user; a learning unit configured to learn a normal state of the user on the basis of the user-related information; and an output control unit configured to, when an abnormal state of the user is detected by referring the acquired user-related information to the learned normal state, exert control so as to provide a task for suppressing the detected abnormal state.

GAME DEVICE, GAME METHOD AND GAME PROGRAM
20230191260 · 2023-06-22 · ·

A game device for reducing the processing load of a redraw process, including a storage module storing game content information associated with identification information for one or more users, and a module for processing a lottery, in which multiple types of game contents may each be associated with an index value corresponding to the relative values of the types of game contents. The module for processing the lottery may include a module for executing redrawing that may execute new lottery processing for drawing, via the lottery, a type of game content that differs from game content drawn by a first lottery process, when the game content drawn by the first lottery process related to one user’s identification information is associated with an index value which is equal to or greater than a predetermined standard value, and when said game content has a predetermined relationship with the game content information related to the user’s identification information.

SECTIONAL TERRAIN EDITING
20170354890 · 2017-12-14 ·

Techniques for sectional terrain editing are described herein. In some examples, terrain associated with at least part of a virtual area of a video game may be sectioned into a plurality of terrain sections. Each of the terrain sections may have one or more associated data collections that store terrain data related to the sections with which they are associated. This may enable multiple different users to simultaneously edit different portions of terrain with the expectation and confidence that their edits will be successfully saved and will not conflict with edits made by other users. In some examples, each terrain section may have multiple different associated data collections, for example associated with different types of terrain editing operations. This may provide further efficiency by allowing multiple different users to check out and acquire locks on different terrain data for the same terrain section at the same time.

SECTIONAL TERRAIN EDITING
20170354890 · 2017-12-14 ·

Techniques for sectional terrain editing are described herein. In some examples, terrain associated with at least part of a virtual area of a video game may be sectioned into a plurality of terrain sections. Each of the terrain sections may have one or more associated data collections that store terrain data related to the sections with which they are associated. This may enable multiple different users to simultaneously edit different portions of terrain with the expectation and confidence that their edits will be successfully saved and will not conflict with edits made by other users. In some examples, each terrain section may have multiple different associated data collections, for example associated with different types of terrain editing operations. This may provide further efficiency by allowing multiple different users to check out and acquire locks on different terrain data for the same terrain section at the same time.

STORAGE MEDIUM STORING GAME PROGRAM, GAME SYSTEM, GAME APPARATUS, AND GAME PROCESSING METHOD
20230191255 · 2023-06-22 · ·

In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.

Device, System, and Method for Motion Feedback Controller
20170348594 · 2017-12-07 ·

A device, system, and method uses universal serial bus (USB) signals to determine motion data. The method performed by a feedback controller includes receiving an input command from an input controller, the input command corresponding to a command entered by a user, the input controller utilizing a USB connection with the feedback controller. The method includes determining motion data corresponding to the input command, the motion data indicating a sensory action to be performed by a motion platform, the motion platform connected to the feedback controller. The method includes transmitting the motion data from the feedback controller to the motion platform.

CONTROLLING MULTICOMPUTER INTERACTION WITH DEEP LEARNING AND ARTIFICIAL INTELLIGENCE

A system for controlling multicomputer interaction with deep learning is disclosed that includes a controller system that is configured to generate one or more first user-controllable avatars on an interaction field, where the first avatars include movement controls and prompt functionality that is controllable by a first user to cause the first avatar to generate a prompt. A client system is configured to generate a second user-controllable avatar on the interaction field, where the second avatar includes movement controls and response functionality that is controllable by a second user to cause the second avatar to generate a response to the prompt. A deep learning processing system is configured to receive the prompt and the response and to process the prompt and the response to generate a score and to assign the score to one of two or more categories associated with the second user.

CONTROLLING MULTICOMPUTER INTERACTION WITH DEEP LEARNING AND ARTIFICIAL INTELLIGENCE

A system for controlling multicomputer interaction with deep learning is disclosed that includes a controller system that is configured to generate one or more first user-controllable avatars on an interaction field, where the first avatars include movement controls and prompt functionality that is controllable by a first user to cause the first avatar to generate a prompt. A client system is configured to generate a second user-controllable avatar on the interaction field, where the second avatar includes movement controls and response functionality that is controllable by a second user to cause the second avatar to generate a response to the prompt. A deep learning processing system is configured to receive the prompt and the response and to process the prompt and the response to generate a score and to assign the score to one of two or more categories associated with the second user.

Method and apparatus for generating mark information in virtual environment, electronic device, and storage medium

A method for generating mark information in a virtual environment includes displaying a target-perspective picture showing the virtual environment including a virtual character from a perspective, a sight bead and a mark control interface being displayed in the target-perspective picture. The method also includes receiving a first-perspective switching operation, and changing an observation direction of the target-perspective picture and an aiming position of the sight bead according to the first-perspective switching operation. The method further includes receiving a mark operation triggered on the mark control interface, and generating, according to the mark operation, mark information on a virtual object to which the aiming position points.

Systems and methods for determining how much of a created character is inherited from other characters
11504634 · 2022-11-22 · ·

Systems and methods for determining how much of a created character in a gaming platform is inherited from other characters are disclosed. Exemplary implementations may: electronically store information, wherein the information includes a set of character definitions, the individual character definitions defining attribute values of individual characters that can operate and interact within the gaming platform, wherein the individual characters include (i) designed characters with character definitions that include one or more attribute values that are based on at least some user input of designers and (ii) created characters with character definitions defined by at least some inheritance of attribute values from one or more other characters; and for individual ones of the individual characters that a given created character has inherited one or more attribute values from, determine a quantity of contribution that the one or more attribute values contribute to a character definition of the given created character.