Patent classifications
A63F13/352
SYSTEMS AND METHODS FOR PLAYER-INITIATED PROOF OF IN-GAME PARTICIPATION BY UNIQUE DIGITAL ARTICLES
Systems and methods to support player-initiated proof of in-game participation by unique digital articles in in-game events are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players; record usage information pertaining to player-owned unique digital articles on a permanent registry; present a player interface for a player to select an in-game event; store video information of the selected in-game event; and record references to the stored video information on the permanent registry such that the video information is accessible for viewing by users of the permanent registry.
Non-Player Character Artificial Intelligence
This invention relates generally to a software-enabled, computer-implemented neural processing system for a non-player character (NPC) in a computer-enabled virtual environment. The system includes a plurality of virtual sensors configured to detect one or more virtual stimuli presented by the virtual environment to the NPC and present corresponding stimuli detection signals in response to the one or more virtual stimuli. The neural processing system may also include a virtual neo cortex, which may include a plurality of processing modules that are each configured to process stimuli detection signals output from the plurality of virtual sensors. The neural processing system also may include a virtual thalamus module configured to receive the stimuli detection signals and transmit the stimuli detection signals to the appropriate processing modules of the virtual neo cortex.
Transactional memory synchronization for synchronization of game instance functions between remotely located servers or data centers
An online gaming service is provided, having two or more servers, the two or more servers being located in two or more locations that are remote from each other, including: a transaction layer implemented across the two or more servers, for handling synchronization between different sessions of a video game that are respectively executed by the two or more servers; wherein the different sessions of the video game are respectively configured to provide interactivity with a virtual space through respective client devices; wherein the transaction layer is configured to identify sessions providing interactivity with proximate regions of the virtual space, and effect transactional memory synchronization for the identified sessions, such that events in the virtual space generated by the identified sessions are synchronized across each of the identified sessions.
Transactional memory synchronization for synchronization of game instance functions between remotely located servers or data centers
An online gaming service is provided, having two or more servers, the two or more servers being located in two or more locations that are remote from each other, including: a transaction layer implemented across the two or more servers, for handling synchronization between different sessions of a video game that are respectively executed by the two or more servers; wherein the different sessions of the video game are respectively configured to provide interactivity with a virtual space through respective client devices; wherein the transaction layer is configured to identify sessions providing interactivity with proximate regions of the virtual space, and effect transactional memory synchronization for the identified sessions, such that events in the virtual space generated by the identified sessions are synchronized across each of the identified sessions.
TARGET OBJECT CONTROLLING METHOD, APPARATUS, ELECTRONIC DEVICE, AND STORAGE MEDIUM
A target object controlling method, apparatus (2), electronic device, and storage medium. The method includes in response to a movement control operation triggered for a target object in a real scene image, determining a control direction corresponding to the movement control operation (101); obtaining a photographing direction of the real scene image (102); and controlling the target object to move in the real scene image according to the control direction and the photographing direction (103). The target object controlling method can effectively solve the problem in the prior art that when the photographing direction of the real scene image changes, a direction deviation occurs in controlling the target object to move in the real scene image, and can also effectively improve the operation performance of the target object in the real scene image, bringing a better manipulation experience for a user.
METHOD AND SYSTEM FOR GAME ACCOUNT VALUATION
The present invention is publish a method and system for game account valuation, through the establishment of a game account trading platform, provide different game accounts for valuation, acquisition and consignment, seller users can choose a suitable plan according to their personal needs, and through the management of the game account trading platform, increase the credibility and security of transaction information, and also can reduce the impact on the value of game data.
Pathfinding Method, Device for a Game Object, and Computer-Readable Storage Medium
The present disclosure provides a pathfinding method and device for a game object, and a computer-readable storage medium. The pathfinding method for a game object includes the following steps: the game object receives a movement request and sends a movement starting point and a movement ending point to a map server; the map server forms map information, and sends the map information to a pathfinding server, and the pathfinding server generates a movement path and sends the movement path to the map server; the map server determines whether there is an obstruction in the movement path; when there is no obstruction, the map server marks the movement path as valid and registers map units passed in the movement path; and when there is an obstruction, the map server sends a re-finding request to the pathfinding server, and the pathfinding server generates an updated path, until the map server determines that there is no obstruction in the updated path. After using the described technical solution, object movement calculation in the game is separated from a map, and position prediction is introduced when a dynamic obstruction of the map is considered, so as to reduce a probability of object movement collision and re-pathfinding.
PLAYER PROFILE MANAGEMENT SYSTEM
A player profile management system collects player data from various systems and generates and manages player profiles. A snapshot pipeline of the player profile management system generates a snapshot player profile associated with a player. The player profile management system receives, after generating the snapshot player profile associated with the player, player data associated with the player. An update pipeline of the player profile management system generates, based on the snapshot player profile and the player data associated with the player, an update player profile associated with the player.
INTER-APPLICATION GAME ACHIEVEMENT NORMALIZATION
An inter-application redemption platform may provide a normalized measure of player achievement across multiple games/applications, which need not share a common scoring system. The inter-application normalized measure of player achievement may be adjustable such that system points accumulate at rates that encourage users of varying skill levels to keep obtaining and using/playing applications/games.
ALLOCATION METHOD AND APPARATUS FOR VIRTUAL REWARD RESOURCES, ELECTRONIC DEVICE, COMPUTER-READABLE STORAGE MEDIUM, AND COMPUTER PROGRAM PRODUCT
A method for allocating virtual reward resources performed by an electronic device are provided. The method includes: obtaining behavior information of each virtual character in a target camp during a teamfight of a game, the target camp including at least one virtual character, the behavior information being a behavior applied by each virtual character in the target camp to a virtual object, and the virtual object being a virtual character in at least one of the target camp or an enemy camp; determining, according to the behavior information, contribution information achieved by each virtual character in the target camp during the teamfight; determining, according to the contribution information, a target virtual character and a target virtual reward resource corresponding to the target virtual character from at least one virtual character included in the target camp; and updating attribute information of the target virtual character according to the target virtual reward resource.