A63F13/352

Secure authorization for access to private data in virtual reality

Techniques for secure authentication in virtual reality are provided. A virtual reality application executing on a virtual reality device can provide virtual reality environment. The virtual reality application may communicate with a server that provides a plurality of objects for display in the VR environment. The environment can include an object that, once selected, may initiate an authentication process. Once initiated, an authentication application may be launched on the VR device, so that a private authentication environment may be provided to the user. The user may be prompted to provide a biometric sample using one or more input devices coupled to the VR device. The biometric sample can then be sent to the authentication server, so that an authentication result may be determined from a comparison of the sample to a biometric template established during registration.

Value-based streaming instance assignment

A game-streaming service of a service provider network is configured to assign virtual machine (VM) instances to game streaming requests using a value-based approach. In order to assign a VM instance to a game streaming request for streaming a game to a client device of a player associated with the game streaming request, the game-streaming service may determine one or more attributes of the game streaming request, such as player attributes and/or game attributes. The game-streaming service may also determine available VM instances allocated to a subscriber associated with the game streaming request, which may be located across disparate geographical regions. A value(s) may be determined based on the attributes of the game streaming request, and the value(s) may be used to select one of the available VM instances for streaming the game as part of a corresponding game session.

TECHNIQUES FOR ADAPTING VIDEO GAME ASSETS BASED ON AN AGGREGATED MEASURE OF SOCIAL MEDIA INTERACTION AND RELATED SYSTEMS AND METHODS

Embodiments relate to adapting assets for a video game based on social media interaction. Instructions are sent to a computing device associated with a social media platform to create a social media post comprising at least one piece of multimedia content relating to a video game, the at least one piece of multimedia content produced by a player of the video game. Data is received from the computing device indicative of one or more indications of user interaction with the social media post. A score is determined for the player based at least in part on the received data indicative of the one or more indications of user interaction relating to the social media post. One or more assets of the video game are adapted for the player based at least in part on the determined score for the player.

AUTOMATED DYNAMIC CUSTOM GAME CONTENT GENERATION
20230054150 · 2023-02-23 ·

A game server generates a set of game content items for a designated game. The set of game content items is customized for one or more user accounts based on numerical values from a player model representing the one or more user accounts. The player model is generated based on previous in-game behavior of the one or more user accounts while playing the designated game. The game server forecasts, using the player model, a sequence of user actions of the one or more user accounts during gameplay of the designated game with the generated set of game content items. The sequence of user actions represents a prediction of in-game user interaction with the set of game content items. The game server computes a set of metrics associated with gameplay of the one or more user accounts represented by the player model in the designated game.

Risk assessment for placement of hosted sessions

New application sessions can be placed on reclaimable resource capacity that can be provided at lower cost than dedicated capacity, but with risk that the capacity might be reclaimed before completion of the session. A number of instance types can be determined that are capable of hosting a new session. Risk scores can be calculated for the instance types, as well as the cost of instances of each type. An instance type can be selected for the session using the risk scores and cost information, where the instance type will have relatively low risk with a relatively low cost for the instance. Once an instance type is selected, a resource pool can be selected from which to provide the resource instance of the selected type. The instance can then be allocated and caused to host the session or perform related functionality.

DETECTING COLLUSION IN ONLINE GAMES

A collusion detection system may detect collusion between entities participating in online gaming. The collusion detection system may identify a plurality of entities associated with and opponents within an instance of an online game, determine social data associated with the plurality of entities, determine in-game behavior data associated with the plurality of entities, and determine, for one or more pairings of the plurality of entities, respective pairwise feature sets based at least in part on the social data and the in-game behavior data. The collusion detection system may then perform anomaly detection on the respective pairwise feature sets and, in response to the anomaly detection detecting one or more anomalous pairwise feature sets, output one or more suspect pairings of the plurality of entities corresponding to the one or more anomalous pairwise feature sets as suspected colluding pairings.

Value-based game session placements

A game-hosting service of a service provider network is configured to place game sessions on fleets of virtual machine (VM) instances using a value-based approach. In order to place a game session on a fleet, the game-hosting service may determine one or more attributes of the game session request, such as player attributes and/or game attributes. The game-hosting service may also determine available fleets of VM instances allocated to a subscriber associated with the game session request, which may be located across disparate geographical regions. A value(s) may be determined based on the attributes of the game session request, and the value(s) may be used to select a fleet of the available fleets for hosting the game session.

Systems and methods for secure concurrent streaming of applications

The disclosed computer-implemented method may include (1) provisioning a cloud gaming environment with a plurality of containers that share a single operating system instance, (2) allocating each container within the plurality of containers to a corresponding user, (3) executing, concurrently, within each container within the plurality of containers a corresponding video game instance and (4) streaming, concurrently, from the cloud gaming environment, a video game instance from each container within the plurality of containers to a corresponding client system. Various other methods, systems, and computer-readable media are also disclosed.

Systems and methods for secure concurrent streaming of applications

The disclosed computer-implemented method may include (1) provisioning a cloud gaming environment with a plurality of containers that share a single operating system instance, (2) allocating each container within the plurality of containers to a corresponding user, (3) executing, concurrently, within each container within the plurality of containers a corresponding video game instance and (4) streaming, concurrently, from the cloud gaming environment, a video game instance from each container within the plurality of containers to a corresponding client system. Various other methods, systems, and computer-readable media are also disclosed.

Systems and methods for rendering and pre-encoded load estimation based encoder hinting
11503313 · 2022-11-15 · ·

Systems and methods for hinting an encoder are disclosed in which a server monitors for information related to changes in frame rendering, calculates tolerance boundaries, rolling average frame time, and short-term trends in frame time, and uses those calculations to identify a frame time peak. The server then hints a codec (encoder) to modulate the quality settings of frame output in proportion to the size of the frame time peak. In certain embodiments, a renderer records one or more playthroughs in a game environment, sorts a plurality of frames from one or more playthroughs into a plurality of cells on a heatmap, and collects the list of sorted frames. A codec may then encode one or more frames from the list of sorted frames to calculate an average encoded frame size for each cell in the heatmap, and associate each average encoded frame size with a per-cell normalized encoder quality setting.