A63F13/86

Data generation device and application execution device
11691075 · 2023-07-04 · ·

A data processing device according to an aspect of the present invention includes a reception unit, a generation unit, and a transmission unit. The reception unit receives operation requests with respect to an application from an arbitrary number of application execution devices executing the application. The generation unit generates application operation data that includes operation input data for the application and time data indicating the time when the relevant operation input data is applied to the application. The transmission unit transmits the application operation data to the arbitrary number of application execution devices. When an operation request is received from one or more of the arbitrary number of application execution devices, the generation unit generates operation input data on the basis of the relevant operation request.

Systems and methods for player input motion compensation by anticipating motion vectors and/or caching repetitive motion vectors
11695951 · 2023-07-04 · ·

Systems and methods for reducing latency through motion estimation and compensation techniques are disclosed. The systems and methods include a client device that uses transmitted lookup tables from a remote server to match user input to motion vectors, and tag and sum those motion vectors. When a remote server transmits encoded video frames to the client, the client decodes those video frames and applies the summed motion vectors to the decoded frames to estimate motion in those frames. In certain embodiments, the systems and methods generate motion vectors at a server based on predetermined criteria and transmit the generated motion vectors and one or more invalidators to a client, which caches those motion vectors and invalidators. The server instructs the client to receive input from a user, and use that input to match to cached motion vectors or invalidators. Based on that comparison, the client then applies the matched motion vectors or invalidators to effect motion compensation in a graphic interface. In other embodiments, the systems and methods cache repetitive motion vectors at a server, which transmits a previously generated motion vector library to a client. The client stores the motion vector library, and monitors for user input data. The server instructs the client to calculate a motion estimate from the input data and instructs the client to update the stored motion vector library based on the input data, so that the client applies the stored motion vector library to initiate motion in a graphic interface prior to receiving actual motion vector data from the server. In this manner, latency in video data streams is reduced.

Systems and methods for player input motion compensation by anticipating motion vectors and/or caching repetitive motion vectors
11695951 · 2023-07-04 · ·

Systems and methods for reducing latency through motion estimation and compensation techniques are disclosed. The systems and methods include a client device that uses transmitted lookup tables from a remote server to match user input to motion vectors, and tag and sum those motion vectors. When a remote server transmits encoded video frames to the client, the client decodes those video frames and applies the summed motion vectors to the decoded frames to estimate motion in those frames. In certain embodiments, the systems and methods generate motion vectors at a server based on predetermined criteria and transmit the generated motion vectors and one or more invalidators to a client, which caches those motion vectors and invalidators. The server instructs the client to receive input from a user, and use that input to match to cached motion vectors or invalidators. Based on that comparison, the client then applies the matched motion vectors or invalidators to effect motion compensation in a graphic interface. In other embodiments, the systems and methods cache repetitive motion vectors at a server, which transmits a previously generated motion vector library to a client. The client stores the motion vector library, and monitors for user input data. The server instructs the client to calculate a motion estimate from the input data and instructs the client to update the stored motion vector library based on the input data, so that the client applies the stored motion vector library to initiate motion in a graphic interface prior to receiving actual motion vector data from the server. In this manner, latency in video data streams is reduced.

Identifying player engagement to generate contextual game play assistance

The present disclosure describes methods and systems directed towards identifying player engagement to generate contextual game play assistance. User gameplay information is monitored so that the user can be provided assistance within the video game where the user may have problems. User gameplay information is monitored in order to identify what type(s) of assistance could be provided to the user. The information can be based on the current level of frustration of the user with the video game.

Non-transitory computer-readable storage medium having game program stored therein, game apparatus, game process method, and game system
11691077 · 2023-07-04 · ·

Execution of a first game is started at the same start timing as those of opponents. In the first game, a player object is controlled on the basis of the player's operation, and second game data regarding the game states of second games for the opponents are acquired. Further, first game data regarding the game state of the first game is transmitted to the opponents. In the first game, a first obstructing object for obstructing advancement of the first game appears on the basis of a predetermined rule. Further, if the second game data indicates that the opponent has successfully performed a predetermined action on the first obstructing object appearing in the second game, a second obstructing object is caused to appear in the first game.

Computer system, viewer terminal, method for controlling live watching, and program

A server system to manage esports live distribution distributes, to a viewer terminal, data for displaying an image of gameplay by players on the viewer terminal, and situation data. The situation data describes various situations, such as a viewer's watching situation, a game progress status, a player's operation situation, a reward generation situation, a posting situation of comments such as cheers, and an evaluation situation of players by viewers. In the viewer terminal, various types of situation data are compared with predetermined screen configuration change conditions, and when some of the conditions is satisfied, the present configuration of a watching screen is changed to a screen configuration associated with the satisfied condition to provide information for the viewer in such a manner as to facilitate understanding of a situation on each occasion.

Method and apparatus for configuring virtual scene, and storage medium thereof

A method and apparatus for configuring a virtual scene are provided. The method includes obtaining a selection instruction generated by a first application running on a first terminal in response to a selection operation. The selection instruction includes configuration information selected through the selection operation. The configuration information is for configuring a scene element in the virtual scene. The method further includes generating indication information according to the selection instruction. The indication information indicates a target scene element among a plurality of scene elements. The method further includes transmitting the indication information to a second application running on a second terminal, to instruct the second application to display the target scene element in the virtual scene.

INFORMATION PROCESSING DEVICE, INFORMATION PROCESSING METHOD, AND PROGRAM
20220410009 · 2022-12-29 ·

The present invention is configured so that a player and a third party other than the player can enjoy a game. A server 4 comprises a game execution unit 51, a behavior information acquisition unit 53, and a reflection unit 54. The game execution unit 51 executes a game in which an object is caused to act in accordance with the movements of a player P. The behavior information acquisition unit 53 acquires behavior information pertaining to the behavior of a third party related to the game other than the player P. The reflection unit 54 generates changes that affect the game, including the object, on the basis of the behavior information.

Information processing apparatus and application image distribution method

A game image generating section 120 generates a first image and a second image of an application. An image providing section 152 provides the first image to an output apparatus 4. A sharing processing section 160 streaming-distributes the second image to the sharing server. A display image generating section 150 may generate a display image including at least the first image and information associated with the second image. In addition, the sharing processing section 160 may instruct the application to generate the second image on the basis of a request from a viewing user.

PROGRAM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
20220405996 · 2022-12-22 · ·

A non-transitory computer readable medium storing computer executable instructions which, when executed by one or more computers, cause the one or more computers to acquire a mode of a plurality of modes in which each mode corresponding to a line of sight directed to a different object of plural objects, the mode related to a line of sight of an avatar corresponding to a motion of a delivering user wearing a head-mounted display; create, according to the mode, moving-image display data for displaying a moving image of a virtual space in which the avatar is disposed as viewed from a virtual camera; and transmit the moving-image display data to a viewing user device for display to a viewing user.