A63F2300/6027

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.

STREAMING CHANNEL PERSONALIZATION
20210252402 · 2021-08-19 ·

The present disclosure relates to devices and methods for personalizing channel parameters for streaming content to a client device by dynamically adjusting channel parameters in response to learned user preferences. The devices and methods may receive context information from a client device and may send a rank and reward call to a reinforcement learning system for a recommendation for a value of the channel parameters. The rank and reward call may include the context information, a user vector, an item vector and a reward function error. The reinforcement learning system may use the information provided in the rank and reward call to the provide a recommendation for the value of the channel parameters. The devices and methods may use the recommendation to set the value of the channel parameters to stream the content to the client device.

COLOR BLINDNESS DIAGNOSTIC SYSTEM
20210252403 · 2021-08-19 ·

Systems and methods for determining whether to enable color blind accessibility settings within the course of a user interactive narrative are described herein. Virtual color blindness indication objects containing colors that are visibly distinguishable within a single dichromatic visual spectrum can be utilized in objectives to determine a user's dichromatic visual deficiency type.

WORD-AND-NUMBERS LOGIC GAME
20210291035 · 2021-09-23 ·

A logic game that uses words and numbers in combination is taught. In one embodiment, said game comprises two random parent words selected by a game developer (human or computer). Said game developer assigns point values to each letter of said two random parent words. A target word with a unique number of points determined by said parent word points associated with said target word is selected by said game developer. The game shows the total number of letters and the point value in said target word. Parent word letters are used in said target word, each of said letters being used in said target word either zero or one time. The game is solved by adding said points assigned to each letter used in said target word to arrive at a point sum and finished when said point sum is equal to said unique number of points associated with said target word assigned by said game developer.

GAME DEVICE, METHOD, AND PROGRAM

The game device includes a reception unit that is configured to receive instruction information created when a user performs an operation on an input device triggered by a sound output while a game progresses and a derivation unit that is configured to start measuring the degree of fatigue on the basis of the instruction information received by the reception unit and derive the degree of fatigue of the user on the basis of an operation performed by the user during the started measurement of the degree of fatigue.

IN-GAME INFORMATION PLATFORM
20210170275 · 2021-06-10 ·

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.

USING PLAYSTYLE PATTERNS TO GENERATE VIRTUAL REPRESENTATIONS OF GAME PLAYERS

In various embodiments of the present disclosure, playstyle patterns of players are learned and used to generate virtual representations (“bots”) of users. Systems and methods are disclosed that use game session data (e.g., metadata) from a plurality of game sessions of a game to learn playstyle patterns of users, based on user inputs of the user in view of variables presented within the game sessions. The game session data is applied to one or more machine learning models to learn playstyle patterns of the user for the game, and associated with a user profile of the user. Profile data representative of the user profile is then used to control or instantiate bots of the users, or of categories of users, according to the learned playstyle patterns.

METHOD FOR ADJUSTING THE STRENGTH OF TURN-BASED GAME AUTOMATICALLY
20210178273 · 2021-06-17 ·

The present invention relates to a method for adjusting the strength of turn-based game automatically. The method provides a search algorithm for inquiry and giving decision results. The decision results can be used for filtering and giving filtered results. Then a probability distribution result can be provided to control the virtual node inside the computer host. Furthermore, the game result can be used for adjusting the performance of the virtual node in the game. Thereby, the client node can evaluate its performance in the game conveniently.

Instrument game system and method

A game system and method that uses an instrument as an input encourages a user to play along with the game's soundtrack on an instrument (e.g. guitar, bass, etc.). The game cues the player to play notes and/or chords on the instrument at an appropriate time and then data is collected from the instrument via a connection between the instrument and the apparatus running the game. The game then scores the user based on note/chord and timing information it receives.

Systems and methods for evolving content for computer games

Systems and methods of evolving content for computer games are disclosed. One such method comprises tracking popularity according to one or more users of at least a portion of a plurality of game content items available in a game world. The game world is associated with the game. The game world also comprises evolving an additional game content item based on the popularity of the tracked game content items. The usage of each tracked game content item determines a reproduction availability of the tracked game content item. The game world also comprises inserting the additional game content item into the game world.