A63F2300/6027

IN-GAME INFORMATION PLATFORM
20230271085 · 2023-08-31 ·

Technology is described for surfacing in-game durational information to a player by way of a durational information platform. In a method embodiment, an operation processes a game data of a player for determining a game course the player is to take between a current state and a subsequent state within the game. The method also includes an operation for identifying a plurality of sequential segments within the game course for completion by the player and an operation for processing game telemetry of the player for determining effectiveness metrics of the player. The method further includes operations for calculating an estimated time for completion of the game course and for generating a recommendation for communication to a device of the player including the estimated time for completion.

Initial results of a reinforcement learning model using a heuristic

Systems and methods for improving initial results of a reinforcement learning model are described herein. In an embodiment, a server computer initiates a reinforcement learning model for a modeled system. While executing the reinforcement learning model, the server computer computes a first result value for a particular action using the reinforcement learning model and a second result value for the particular action using a heuristic separate from the reinforcement model. Based, at least in part, on the first result value for the particular action and the second result value for the particular action, the server computer performs the particular action. The server computer determining a result from performing the particular action and updates the reinforcement learning model.

ACCESSORY FOR PRESENTING INFORMATION ASSOCIATED WITH AN APPLICATION
20230249063 · 2023-08-10 · ·

A system that incorporates teachings of the present disclosure may include, for example, an accessory having a plurality of tactile-sensitive buttons, a plurality of light sources, wherein each light source emits a controllable spectrum of light through a corresponding one of the plurality of tactile-sensitive buttons, and a controller coupled to the plurality of tactile-sensitive buttons, and the plurality of light sources. The controller can be operable to detect tactile contact of each of the plurality of tactile-sensitive buttons, receive status information associated with a video game, and adjust the spectrum of light emitted by at least a portion of the plurality of light sources according to the status information to indicate one or more aspects of the video game. Additional embodiments are disclosed.

METHODS FOR CONTROLLING USE OF COMPUTING RESOURCES, SUCH AS VIRTUAL GAME CONSOLES

An artificial intelligent agent can act as a player in a video game, such as a racing video game. The game can be completely external to the agent and can run in real time. In this way, the training system is much more like a real world system. The consoles on which the game runs for training the agent are provided in a cloud computing environment. The agents and the trainers can run on other computing devices in the cloud, where the system can choose the trainers and agent compute based on proximity to console, for example. Users can choose the game they want to run and submit code which can be built and deployed to the cloud system. A resource management service can monitor game console resources between human users and research usage and identify experiments for suspension to ensure enough game consoles for human users.

VIDEO GAME TESTING AND AUTOMATION FRAMEWORK

An automated video game testing framework and method includes communicatively coupling an application programming interface (API) to an agent in a video game, where the video game includes a plurality of in-game objects that are native to the video game. The agent is managed as an in-game object of the video game. A test script is executed to control the agent, via the API, to induce gameplay and interrogate one or more target objects selected from the plurality of in-game objects native to the video game. Video game data indicating a behavior of the one or more target objects during the gameplay is received. Based on the received video game data, performance of the video game is evaluated.

Cognitive user experience optimization

Optimization of user experience in an interactive environment is disclosed. User experience input is generated by a user during a session of interaction. A user perception on an interaction is determined based on analyzing the user experience input by use of a cognitive model of user perception. For a negative user perception, one or more difficulty of respective items in the interaction is adjusted to match a skill level of the user.

EDUCATIONAL GAMING SOFTWARE
20220016531 · 2022-01-20 · ·

An online multiplayer simulation game is described. The online multiplayer simulation game presents a computer-generated gameplay virtual world, where acquiring and demonstrating mastery of educational skills is a requirement for advancement of a character, associated with a user or a learner, in the game. The game provides a method for effectively teaching a set of educational skills by motivating the learner to improve understanding of the educational skills by having to demonstrate the educational skills as part of the game. Upon successful demonstration of the educational skills, components within the gaming realm are modified or enhanced.

GAME QUALITY-CENTRIC MATCHMAKING FOR ONLINE GAMING

A system and method optimizes game quality by matching players for an online game to one of several virtual games. This matching process may involve filtering the players who wish to play according to various constraint minimizing criteria, packing the players into one or more virtual games to optimize game quality factors of the virtual games, and then instantiating the virtual games to actual online games played by the players. The game packing process may be iterative and may involve adding a new player into a virtual game. Game quality factor (GQF) values prior to and after the placement of the new player in the virtual game may be compared. The comparison of the GQF values may be used, at least in part to determine whether the new player is to remain in the virtual game. Various criteria may be considered in instantiating a virtual game.

Accessory for presenting information associated with an application
11185768 · 2021-11-30 · ·

A system that incorporates teachings of the present disclosure may include, for example, an accessory having a plurality of tactile-sensitive buttons, a plurality of light sources, wherein each light source emits a controllable spectrum of light through a corresponding one of the plurality of tactile-sensitive buttons, and a controller coupled to the plurality of tactile-sensitive buttons, and the plurality of light sources. The controller can be operable to detect tactile contact of each of the plurality of tactile-sensitive buttons, receive status information associated with a video game, and adjust the spectrum of light emitted by at least a portion of the plurality of light sources according to the status information to indicate one or more aspects of the video game. Additional embodiments are disclosed.

Video game testing and automation framework

An automated video game testing framework and method includes communicatively coupling an application programming interface (API) to an agent in a video game, where the video game includes a plurality of in-game objects that are native to the video game. The agent is managed as an in-game object of the video game. A test script is executed to control the agent, via the API, to induce gameplay and interrogate one or more target objects selected from the plurality of in-game objects native to the video game. Video game data indicating a behavior of the one or more target objects during the gameplay is received. Based on the received video game data, performance of the video game is evaluated.