Patent classifications
A63F13/332
Information processing system, server, storage medium storing information processing program, and information processing method
An example of an information processing system includes a server capable of communicating with a terminal device. The server stores information representing a choice probability, for each of a plurality of objects in the application, for a draw whereby a user obtains an object. The information processing system accepts an instruction of specifying a relevant object to be associated with the draw. The server alters the choice probability at least for some of the objects depending on the relevant object. In response to a draw instruction, the server chooses at least one object from among the objects that can be obtained through a draw based on the choice probability obtained by altering the choice probability. The server awards one or more of the chosen objects to the user.
Information processing system, server, storage medium storing information processing program, and information processing method
An example of an information processing system includes a server capable of communicating with a terminal device. The server stores information representing a choice probability, for each of a plurality of objects in the application, for a draw whereby a user obtains an object. The information processing system accepts an instruction of specifying a relevant object to be associated with the draw. The server alters the choice probability at least for some of the objects depending on the relevant object. In response to a draw instruction, the server chooses at least one object from among the objects that can be obtained through a draw based on the choice probability obtained by altering the choice probability. The server awards one or more of the chosen objects to the user.
Low latency datagram-responsive computer network protocol
Systems and methods for providing a shared augmented reality environment are provided. In particular, the latency of communication is reduced by using a peer-to-peer protocol to determine where to send datagrams. Datagrams describe actions that occur within the shared augmented reality environment, and the processing of datagrams is split between an intermediary node of a communications network (e.g., a cell tower) and a server. As a result, the intermediary node may provide updates to a local state of a client device when a datagram is labelled peer-to-peer, and otherwise provides updates to the master state on the server. This may reduce the latency of communication and allow users of the location-based parallel reality game to see actions occur more quickly in the shared augmented reality environment.
Low latency datagram-responsive computer network protocol
Systems and methods for providing a shared augmented reality environment are provided. In particular, the latency of communication is reduced by using a peer-to-peer protocol to determine where to send datagrams. Datagrams describe actions that occur within the shared augmented reality environment, and the processing of datagrams is split between an intermediary node of a communications network (e.g., a cell tower) and a server. As a result, the intermediary node may provide updates to a local state of a client device when a datagram is labelled peer-to-peer, and otherwise provides updates to the master state on the server. This may reduce the latency of communication and allow users of the location-based parallel reality game to see actions occur more quickly in the shared augmented reality environment.
Authenticating Individuals Based on Game Decisions and Behaviors
A computer that performs authentication is described. During operation, the computer may receive an authentication request associated with an individual playing a video game. In response to the authentication request, the computer may obtain game information associated with current play of the video game by the individual and second game information associated with one or more prior instances of the individual playing the video game. Then, the computer may determine the authentication of the individual based at least in part on the game information and the second game information. Next, the computer may selectively allow the individual to continue to play the video game based at least in part on the authentication.
Interactive gameplay playback system
The disclosure provides a video playback system for use within a game application and/or other interactive computing environments. The video playback system can be used to capture gameplay during execution of a game application. The captured gameplay video can be processed and stored within the game application or in a network accessible location.
Interactive gameplay playback system
The disclosure provides a video playback system for use within a game application and/or other interactive computing environments. The video playback system can be used to capture gameplay during execution of a game application. The captured gameplay video can be processed and stored within the game application or in a network accessible location.
Data hierarchy protocol for data transmission pathway selection
A dataflow hierarchy protocol is implemented by one or more devices to optimize how the one or more devices process datagrams for network communications. The dataflow hierarchy considers various available network pathways for dataflow. A device implementing the dataflow hierarchy selects one or more of the available network pathways to provide low latency in data communication with other devices. The device may sample various available network pathways to determine pathway metrics (e.g., latency) and select one or more network pathways based on the metrics. The available network pathways can include pathways through one or more intermediary nodes, such as pathways through a game server, pathways through a cell tower, and pathways through a network.
SYSTEMS AND METHODS FOR DYNAMIC POINT CALCULATIONS FOR BRACKET BASED GAMING
Systems, methods and devices for promoting a social gaming environment including instructions stored on a computer-readable medium that, when executed by a processor, cause the processor to change point calculations for selections of a dynamic bracket gaming environment.
SYSTEMS AND METHODS FOR DYNAMIC POINT CALCULATIONS FOR BRACKET BASED GAMING
Systems, methods and devices for promoting a social gaming environment including instructions stored on a computer-readable medium that, when executed by a processor, cause the processor to change point calculations for selections of a dynamic bracket gaming environment.