A63F2300/51

Information processing system, computer-readable non-transitory storage medium storing therein information processing program, information processing apparatus, and information processing method
11890546 · 2024-02-06 · ·

An exemplary information processing system is configured to create a route formed by arranging, in a virtual space, a plurality of route parts each associated with a design; determine whether the route created by the user contains a forbidden symbol or a forbidden word. When the route created by the user contains a forbidden symbol or a forbidden word, uploading of the route created by the user to the server is prohibited.

MANAGEMENT OF STREAMING VIDEO DATA
20190358538 · 2019-11-28 ·

User action data characterizing action by a player in a game environment executing at a user client is received at a server. The game environment is created by the user client separate from the server. Data characterizing a selected viewing position is received. The selected viewing position is different than a player viewing position. The selected viewing position characterizes a viewing location within the game environment. A recreated game environment is generated from the user action data at the server. A video stream of the recreated game environment is generated. The video stream includes video from a perspective of the selected viewing position. The video stream is transmitted to a viewing client. Related apparatus, systems, articles, and techniques are also described.

CROSS-GAME INTEROPERABILITY INTERFACES WITHIN A GAMING ENVIRONMENT WITH ON-CHAIN CRYPTOGRAPHIC ASSETS
20240139631 · 2024-05-02 ·

A computer system operates an off-chain electronic game that includes in-game assets stored off of a blockchain. The off-chain electronic game is provided by the system with one or more other electronic games. Each of the electronic games are configured to incorporate or integrate the use of on-chain cryptographic assets for in-game leveling and progression. The system implements an interoperability application programming interface (API) that controls usage of an on-chain cryptographic asset between different electronic games. In some examples, the interoperability API permits usage of an on-chain cryptographic asset in only one electronic game in only one point in time. In response to a query by an electronic game that specifies a given asset, the interoperability API can provide a response that indicates that the given asset is already in use in a different game and is not permitted for usage in the electronic game.

Qualified Video Delivery Methods

A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU. The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream.

Management of streaming video data
10421011 · 2019-09-24 · ·

User action data characterizing action by a player in a game environment executing at a user client is received at a server. The game environment is created by the user client separate from the server. Data characterizing a selected viewing position is received. The selected viewing position is different than a player viewing position. The selected viewing position characterizes a viewing location within the game environment. A recreated game environment is generated from the user action data at the server. A video stream of the recreated game environment is generated. The video stream includes video from a perspective of the selected viewing position. The video stream is transmitted to a viewing client. Related apparatus, systems, articles, and techniques are also described.

Systems and methods for managing a persistent virtual avatar with migrational ability

Systems and methods for managing a virtual avatar with migrational ability, and brokering information, are provided. The persistent avatar exists in a plurality of virtual environments and includes attributes generated by an attribute generator, an enabler for enabling virtual environments to access the stored attribute data, and a migrator for allowing the avatar to migrate from one virtual environment to another while the attributes of the persistent avatar remain substantially constant. The enabler utilizes at least one client based on protocol suite. Stored attribute data is modifiable by experiences in any virtual environment. User of the persistent avatar is notified when events occur in any virtual environment, or within real life, by monitoring for events with a monitor, assessing importance of the event with an assessor, and notifying the owner with an informer of the event if it exceeds a threshold of importance.

Methods and systems for differentiation of video frames for achieving buffered decoding and bufferless decoding

Systems and methods of managing H.264 compliant video that lacks B Frames include decoding without the use of a significant video frame buffer. This variant of the H.264 standard may include a flag indicating that the video does not include B Frames. The video may be used in applications, such as computer games, in which processing of B Frames introduces undesirable lag.

GAME EXECUTION ENVIRONMENTS
20190262708 · 2019-08-29 ·

Systems and methods are provided for cloud gaming. One system includes a plurality of computing resources in one or more data centers. The plurality of computing resources is configured to execute instances of games for client devices that are remote from the one or more data centers. Each instance for an executable game is associated with a processor, a graphics processing unit (GPU), and memory. Memory is used for storing video frames generated for the executable game. The video frames are compressed for video game streaming to one or more client devices. The executable game is associated with video, audio and input channels for said one or more client devices to control interactivity of operation of the executable game during said video game streaming. The cloud gaming system implements at least one channel driver to facilitate I/O processing for the one or more client devices when executed by the computing resources of the one or more data centers.

System and method for wireless communication to permit audience participation

User equipment (UE) includes a short-range transceiver configured for communication with a plurality of wireless access points (APs) distributed throughout a venue. The individual UEs can communicate with the venue via the APs. The UEs can be configured to play interactive games with the venue, some of which may be displayed on the large screen in the venue and others that are displayed on the display of the UE. Data may be sent to the UEs individually or in groups. The data may be in the form of advertising, text messaging, images, video, multimedia, or the like. An array of UEs can receive portions of an overall image and function as individual pixels in a large display.

On-chain cryptographic assets applied in off-chain electronic game leveling and progression
11986736 · 2024-05-21 · ·

A computer system operates an off-chain electronic game that includes in-game assets stored off of a blockchain. The computer system detects an occurrence of a progression event related to a particular in-game asset associated with a particular player. In response to the occurrence, the computer system increases an upgrade capacity of the particular in-game asset. The upgrade capacity controls a maximum number of attribute upgrades that can be applied to the particular in-game asset at a time. The computer system then permits or prevents application of attribute upgrades to the particular in-game asset based on the upgrade capacity. The computer system further permits or prevents application of attribute upgrades based on whether the attribute upgrades are being applied to other off-chain electronic games. An interoperability API is used to determine whether a given attribute upgrade is being used in another game.