A63F13/355

Content streaming with gameplay launch

A system and method for launching gameplay from streaming content is provided. Information regarding media content may be stormed in memory. Such media content may have at least one or more trigger points and each trigger point may be associated with a set of game data specific to a gameplay scene within an interactive title. The media content may be streamed to a user device over a communication network. A selection of one of the at least one or more trigger points may be received over the communication network from the user device. Identifying the set of game data associated with the selected trigger point may be identified and the interactive title for gameplay may be launched by the user device based on the identified set of game data associated with the selected trigger point.

Content streaming with gameplay launch

A system and method for launching gameplay from streaming content is provided. Information regarding media content may be stormed in memory. Such media content may have at least one or more trigger points and each trigger point may be associated with a set of game data specific to a gameplay scene within an interactive title. The media content may be streamed to a user device over a communication network. A selection of one of the at least one or more trigger points may be received over the communication network from the user device. Identifying the set of game data associated with the selected trigger point may be identified and the interactive title for gameplay may be launched by the user device based on the identified set of game data associated with the selected trigger point.

DISTRIBUTED LEDGER TRACKING OF EVENT DATA

Techniques including data collection, organization and usage are provided, including in connection with computer-based gaming. Methods and systems are provided for establishing a set of data chronicling at least a portion of a duration of a computer-based gaming event that includes at least one user engaging in gaming using a computer or a computer-based device. Event data is obtained for chronicling chronologically ordered in-game events. Hardware and software related data is obtained that relates to the computer or the computer-based device and is relevant to the chronicling of the portion of the gaming event. Utilizing a distributed ledger technology or blockchain, the event data and the hardware and software related data are recorded in establishing the set of data chronicling at least a portion of the duration of the gaming event.

DISTRIBUTED LEDGER TRACKING OF EVENT DATA

Techniques including data collection, organization and usage are provided, including in connection with computer-based gaming. Methods and systems are provided for establishing a set of data chronicling at least a portion of a duration of a computer-based gaming event that includes at least one user engaging in gaming using a computer or a computer-based device. Event data is obtained for chronicling chronologically ordered in-game events. Hardware and software related data is obtained that relates to the computer or the computer-based device and is relevant to the chronicling of the portion of the gaming event. Utilizing a distributed ledger technology or blockchain, the event data and the hardware and software related data are recorded in establishing the set of data chronicling at least a portion of the duration of the gaming event.

PREDICTIVE EXECUTION OF DISTRIBUTED GAME ENGINES

Systems described herein may automatically and dynamically adjust the amount and type of computing resources usable to execute, process, or perform various tasks associated with a video game. Using one or more machine learning algorithms, a prediction model can be generated that uses the historical and/or current user interaction data obtained by monitoring the users playing the video game. Based on the historical and/or current user interaction data, future user interactions likely to be performed in the future can be predicted. Using the predictions of the users' future interactions, the amount and type of computing resources maintained in the systems can be adjusted such that a proper balance between reducing the consumption of computing resources and reducing the latency experienced by the users of the video game is achieved and maintained.

PREDICTIVE EXECUTION OF DISTRIBUTED GAME ENGINES

Systems described herein may automatically and dynamically adjust the amount and type of computing resources usable to execute, process, or perform various tasks associated with a video game. Using one or more machine learning algorithms, a prediction model can be generated that uses the historical and/or current user interaction data obtained by monitoring the users playing the video game. Based on the historical and/or current user interaction data, future user interactions likely to be performed in the future can be predicted. Using the predictions of the users' future interactions, the amount and type of computing resources maintained in the systems can be adjusted such that a proper balance between reducing the consumption of computing resources and reducing the latency experienced by the users of the video game is achieved and maintained.

Information processing apparatus and information processing system

Methods and apparatus provide for downloading application software from a server, including: downloading the application software from the server, where a first application software file contains only a portion of the application software, and a second application software file contains more than the portion of the application software; executing the application software and generating application images based thereon, where execution of the first application software file contains enough of the application software to execute a limited amount of the application software; and displaying the application images on a display screen based on the execution of the application software, where the acquisition unit begins downloading the second application software file in a background process after downloading the first application software file and at least partially during the execution of the first application software file.

IMAGE FRAME DISPLAY METHOD, APPARATUS, DEVICE, STORAGE MEDIUM, AND PROGRAM PRODUCT
20230215076 · 2023-07-06 ·

Embodiments of this application disclose an image frame display method performed by a computer device. The method includes: receiving a first rendering instruction transmitted by a server, and rendering at least one first image element based on the first rendering instruction; receiving at least one second image element transmitted by the server, the at least one second image element being rendered by the server; receiving an interactive instruction transmitted by the server; and displaying an image frame based on the at least one first image element, the at least one second image element, and the interactive instruction.

Systems and methods for dynamically generating event cards from message streams

Systems and methods for dynamically generating event cards from message streams is provided. A system receives a message of a sequence of messages from a content source, determine, from the message, the game condition of the game, compare the game condition with a previous game condition and determines events that occurred in the game based on the message and the comparison. The system can determine, for each event of the one or more events, an event type and individual player contributions of one or more players and assign, for each event of the one or more events, to each player that contributed in the event, a points allocation corresponding to the player's contribution in the event based on the points assignment policy and the event type. The system can generate event cards and transmit the event cards to emote devices according to a content filtering policy.

Systems and methods for dynamically generating event cards from message streams

Systems and methods for dynamically generating event cards from message streams is provided. A system receives a message of a sequence of messages from a content source, determine, from the message, the game condition of the game, compare the game condition with a previous game condition and determines events that occurred in the game based on the message and the comparison. The system can determine, for each event of the one or more events, an event type and individual player contributions of one or more players and assign, for each event of the one or more events, to each player that contributed in the event, a points allocation corresponding to the player's contribution in the event based on the points assignment policy and the event type. The system can generate event cards and transmit the event cards to emote devices according to a content filtering policy.