Patent classifications
A63F13/332
Experimentation and optimization service
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device.
Experimentation and optimization service
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device.
Systems and methods for providing user information to game console
Gamer friend devices can be detected by a gaming console and the gaming console user can be prompted to add the friend devices to a friend list, which automatically logs the friends on to the console without requiring them to manually log in. The gaming console may also be automatically configured with profile information of the friends.
Systems and methods for providing user information to game console
Gamer friend devices can be detected by a gaming console and the gaming console user can be prompted to add the friend devices to a friend list, which automatically logs the friends on to the console without requiring them to manually log in. The gaming console may also be automatically configured with profile information of the friends.
Methods and apparatus for distributed gaming over a mobile device
A system and method are provided for updating game participants. In some embodiments, the participants receive game control information via a one-way broadcast. The method selects a set of sampling participants from the set of all participants of a game. In some embodiments, the selection occurs prior to the start of the game. The method of some embodiments establishes a two-way connection between a server and each of the sampling participants. For some embodiments, the two-way connection is realtime. The method continuously maintains the two-way connection throughout the game. During each discrete game period, the method receives from a sampling participant, data for the sampling participant's game period performance. Based on the received data, the method determines the performance for the game period and broadcasts this information to a non-sampling participant. A non-sampling participant is a participant who was not selected for the set of sampling participants. In some embodiments, the non-sampling participant determines a standing relative to the other participants in the game event. Some embodiments provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant an average performance level. Based on the average performance level, the method tracks for the participant a participant improvement factor and stores the participant improvement factor. The method compares the participant improvement factor to a threshold value.
Methods and apparatus for distributed gaming over a mobile device
A system and method are provided for updating game participants. In some embodiments, the participants receive game control information via a one-way broadcast. The method selects a set of sampling participants from the set of all participants of a game. In some embodiments, the selection occurs prior to the start of the game. The method of some embodiments establishes a two-way connection between a server and each of the sampling participants. For some embodiments, the two-way connection is realtime. The method continuously maintains the two-way connection throughout the game. During each discrete game period, the method receives from a sampling participant, data for the sampling participant's game period performance. Based on the received data, the method determines the performance for the game period and broadcasts this information to a non-sampling participant. A non-sampling participant is a participant who was not selected for the set of sampling participants. In some embodiments, the non-sampling participant determines a standing relative to the other participants in the game event. Some embodiments provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant an average performance level. Based on the average performance level, the method tracks for the participant a participant improvement factor and stores the participant improvement factor. The method compares the participant improvement factor to a threshold value.
Interaction of fantasy sports with live sports viewing
A fantasy sports management system provides an interaction between fantasy sports and real-time sporting events. In embodiments, the system receives real-time statistical information regarding a plurality of sports players participating in one or more real-time sporting events. The sports players are assigned to teams in a fantasy sports league. The system outputs, on a display of a device of one of the users of the fantasy sports league, the real-time statistical information of the plurality of sports players that are on the user's roster of sports players. In response to the real-time statistical information of one of the sports players on the user's roster exceeding a threshold (e.g., the team of the one of the sports players entering the “red zone”), the system provides the user with an option to view the real-time sporting event in which the one player is participating in.
Interaction of fantasy sports with live sports viewing
A fantasy sports management system provides an interaction between fantasy sports and real-time sporting events. In embodiments, the system receives real-time statistical information regarding a plurality of sports players participating in one or more real-time sporting events. The sports players are assigned to teams in a fantasy sports league. The system outputs, on a display of a device of one of the users of the fantasy sports league, the real-time statistical information of the plurality of sports players that are on the user's roster of sports players. In response to the real-time statistical information of one of the sports players on the user's roster exceeding a threshold (e.g., the team of the one of the sports players entering the “red zone”), the system provides the user with an option to view the real-time sporting event in which the one player is participating in.
Low delay networks for interactive applications including gaming
Aspects of the subject disclosure may include, for example, determining delay data for respective network delays through a communication network from respective gaming stations to a gaming provider database for implementing a multi-user online video game, determining available cloud nodes in a potential path in the communication network between a respective gaming station and the gaming provider database, determining potential network configurations for data communication between the respective gaming stations and the gaming provider database using the available cloud nodes and available communication links, identifying an optimum configuration for data communication between the respective gaming stations and the gaming provider database, wherein the optimum configuration provides a minimum fair delay for the respective gaming stations, and configuring the communication network according to the optimum configuration. Other embodiments are disclosed.
Wireless communication device with concealed value in mobile gaming
A method for guiding game play of a game in an augmented reality game space. The game runs on a smart device in conjunction with a game space. The method includes determining that a user has completed a game objective and earned the right to a game piece having a concealed value. Information including an indication that the user has completed the game objective is sent from a smart device to a game server. The game server receives information from the smart device and sends information including a location of the game piece having a concealed value to the smart device and to a confirmation device. The smart device displays a location of the game piece having a concealed value in the augmented reality game space. Also, a system for game play including the smart device, the game server, and the confirmation device.