A63F2300/6009

Method and apparatus for predicting game difficulty by using deep-learning based game play server

A method and apparatus for predicting game difficulty by using a deep-learning based game play server predict a difficulty of stage maps of a match puzzle game using a deep-learning based game play server that performs the match puzzle game and modify the stage maps. The deep-learning based game play server includes: a communicator configured to receive first stage maps of a first size and second stage maps of a second size; memory configured to store an agent model; at least one processor configured to perform learning of the agent model and perform the match puzzle game using the learned agent model.

Game testing system

Aspects of the present disclosure involve a system comprising a computer-readable storage medium storing at least one program and a method for providing, by one or more processors, a first user of a plurality of users with access to a gaming application testing platform, each of the plurality of users being associated with a common gaming application developer entity, the gaming application testing platform being associated with a messaging application. A request from the first user to create a gaming application is received with the gaming application testing platform. A request from the first user to authorize a second user of the plurality of users to access the gaming application is received with the gaming application testing platform. The gaming application, integrated with features of the messaging application, is presented to the second user with the gaming application testing platform.

Systems and Methods for Dynamic Modification of Audio Playback with User Feedback
20230264104 · 2023-08-24 ·

A method for dynamically modifying audio playback of a video game is provided. The method includes ascertaining game music data associated with the video game. The game music data may include a plurality of game soundtracks classified according to predetermined criteria. The method may include collecting feedback while the user is playing the video game, the feedback including data associated with the user’s performance; an express user action; an evaluation of game results; the user’s emotional state; and a user input. The method may continue with determining one or more replacement soundtracks based on criteria associated with the one or more replacement soundtracks. The method may further include dynamically modifying the game music data while the user is playing the video game by replacing at least one of the plurality of game soundtracks with the one or more replacement soundtracks to obtain modified game music data.

Gameplay Evaluation Method and System
20220152510 · 2022-05-19 ·

A gameplay evaluation method and system are described. Tags may be embedded in game software which, when triggered by gameplay events, transmit gameplay information to a server or database. A computer may retrieve the information stored on the database and an analyzer may analyze the information. A developer may use the results from the analyzer to improve the game or fix bugs in the game code.

Apparatus and method of mapping a virtual environment

A method of mapping a virtual environment comprises obtaining a first sequence of video images output by a videogame title; obtaining a corresponding sequence of in-game virtual camera positions at which the video images were created; obtaining a corresponding sequence of depth buffer values for a depth buffer used by the videogame whilst creating the video images; and for each of a plurality of video images and corresponding depth buffer values of the obtained sequences, obtain mapping points corresponding to a sampling distribution of points over the area of a respective video image and their associated depth values; wherein respective mapping points are obtained by projecting co-ordinated derived from the sample points from the video image and associated depth values back into a 3D game world co-ordinate system of the videogame title; thereby obtaining a point cloud dataset of mapping points corresponding to the first sequence of video images.

Systems and methods for modifying game assets of an online gaming platform based on tradeable items
11724190 · 2023-08-15 · ·

Systems and methods for modifying game assets based on tradeable items that are associated with user accounts of users of the online gaming platform are disclosed. Exemplary implementations may: store, in electronic storage, item information associated with the tradeable items; obtain a first item identifier of a first tradeable item; obtain first user information of a first user account; link the first tradeable item with the first user account such that a first item-account connection is established; store the first item-account connection; obtain, based on the first item identifier, the first modification information; receive, from the first user, an indication of a selection of a first game asset to be modified based on the first modification information such that a first asset-item connection is established; and modify, based on the first modification information, the first attribute information in accordance with the first tradeable item.

Operator interface for automated game content generation
11318386 · 2022-05-03 · ·

A game management system provides a generator interface that enables an operator to trigger automated generation by a content generator of a game event based on operator input values. These values include respective target values for a target metric (e.g., a difficulty level) for each of a plurality of game levels that are together to form the game event. In addition, the generator interface in some examples enables the operator to selectively vary the particular number of game levels that are together to form the game event, via an event sizing mechanism provided by the generator interface. A particular predefined group or cluster of players for whom the game event is to be tailored or customized based on multidimensional parametric player model data can also be selected in the interface.

System and method for facilitating user interaction with a simulated object associated with a physical location
11765175 · 2023-09-19 · ·

Systems and methods for facilitating user interaction with a simulated object that is associated with a physical location in the real world environment is herein disclosed. In one aspect, embodiments of the present disclosure include a method, which may be implemented on a system, of identifying the simulated object that is available for access based on location data. The location data can include a location of a device in a time period, the device for use by a user to access the simulated object. One embodiment includes, verifying an identity of the user; and in response to determining that the user is authorized to access the simulated object, providing the simulated object for presentation to the user via the device.

Socially-based dynamic rewards in multiuser online games

The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can dynamically determine the type of in-game asset to award to a first player and the types of in-game obstacles to present to the first player by referencing the in-game assets available to other players in the first player's social network and by referencing other game state variables.

Video recording and playback systems and methods

A video recording method includes recording a sequence of video images output by a videogame, recording a sequence of depth buffer values for a depth buffer used by the videogame, recording a sequence of in-game virtual camera positions used to generate the video images, recording one or more in-game events and their respective in-game positions, associating the depth buffer value sequence, the in-game virtual camera position sequence, and an identifier for the videogame, with the video image sequence, and associating the one or more in-game events and their respective in-game positions with the identifier for the videogame. A video playback method includes obtaining a video recording of a videogame playing session, comprising a sequence of video images, obtaining a depth buffer value sequence, an in-game virtual camera position sequence, and an identifier for the videogame that are associated with the video recording, obtaining data indicative of a statistically significant in-game event and an in-game event position, calculating a position within the current video image corresponding to the in-game event position, in dependence upon the associated in-game virtual camera position and depth buffer values, and augmenting the current video image with a graphical representation of the statistically significant in-game event, responsive to the calculated position.