A63F13/497

AUTOMATICALLY GENERATED ENHANCED ACTIVITY AND EVENT SUMMARIES FOR GAMEPLAY SESSIONS

A game summary may be produced using an event log of in-game events and corresponding game content based on game data associated with a gameplay session(s). The event log may include metadata that indicates times of in-game events and associations between in-game events and game content items that capture the in-game events. A user may interact with in-game events with temporal context, allowing for more informed selections and a better understanding of the gameplay session. Using the event log, a game summary may provide such features as a timeline to convey relative timing of in-game events, a list of in-game events, a map of a virtual environment of the game that is temporally annotated based on in-game events, game status information, and statistical and performance information. A game summary may show trends over time and/or game sessions and convey information for selected sets of players, such as teams.

Server-based game activity suggestions

Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data and an identifier of a mechanic used to complete the activity. The identifiers can be predefined in program code of the video game. The identifiers data can be received based on an execution of the program code. The event data is processed to determine, for a user that has not completed the activity, a readiness of the user to perform the activity. Depending on the readiness, the activity can be suggested in a user interface element.

Server-based game activity suggestions

Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data and an identifier of a mechanic used to complete the activity. The identifiers can be predefined in program code of the video game. The identifiers data can be received based on an execution of the program code. The event data is processed to determine, for a user that has not completed the activity, a readiness of the user to perform the activity. Depending on the readiness, the activity can be suggested in a user interface element.

Consensus protocol for blockchain structure

A non-monetary incentive model defines a Distributed Consensus Protocol (DCP) for a blockchain based on a proof-of-play mining approach. The non-monetary incentive model employs a gamification approach where mining efforts are recorded responsive to achievement in a gaming environment, rather than the proof-of-work or proof-of-stake approaches commonly used for blockchain valuation. The incentive model draws on a participant volition in attaining or improving a gaming achievement. The approach records gaming moves or actions undertaken by a participant playing the game, based on a seed used to instantiate the game. Upon attaining a predetermined minimum score, and at a predefined difficulty, the gaming effort is deemed to warrant a new block in the blockchain.

VIRTUAL SCENE INTERACTION METHOD AND APPARATUS, DEVICE, AND STORAGE MEDIUM
20220370901 · 2022-11-24 ·

A virtual scene interaction method is disclosed, including displaying a viewing page of a target cloud video, a play screen of a virtual scene being displayed in the target cloud video, the viewing page comprising N interaction triggering marks, an i.sup.th interaction triggering mark of the N interaction triggering marks being used for linking to an interaction progress point in the virtual scene, both i and N being positive integers, and i≤N; and displaying, when the i.sup.th interaction triggering mark is selected, a control page for the virtual scene starting from the interaction progress point linked by the i.sup.th interaction triggering mark.

Server-based video help in a video game

Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data indicating completion of the activity. The identifier can be predefined in program code of the video game. The identifier and completion data can be received based on an execution of the program code. The event data is processed to provide assistance videos to improve activity completion rates in the video game. The videos may be presented on the plurality of user devices.

Server-based video help in a video game

Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data indicating completion of the activity. The identifier can be predefined in program code of the video game. The identifier and completion data can be received based on an execution of the program code. The event data is processed to provide assistance videos to improve activity completion rates in the video game. The videos may be presented on the plurality of user devices.

Interactive reenactment within a video game

A video reenactment system and method analyze a video clip that a video game player wishes to reenact and maps objects and actions within the video clip to virtual objects and virtual actions within the video game. A reenactment script indicating a sequence of virtual objects and virtual actions as mapped to objects and actions in the video clip is generated using a video translation model and stored for use in reenacting the video clip. The reenactment script can be used within the video game to reenact the objects and actions of the video clip. The reenactment of the video clip may be interactive, where a player may assume control within the reenactment and when the player relinquishes control, the reenactment will continue at an appropriate part of the sequence of actions by skipping actions corresponding to the ones played by the player.

Interactive reenactment within a video game

A video reenactment system and method analyze a video clip that a video game player wishes to reenact and maps objects and actions within the video clip to virtual objects and virtual actions within the video game. A reenactment script indicating a sequence of virtual objects and virtual actions as mapped to objects and actions in the video clip is generated using a video translation model and stored for use in reenacting the video clip. The reenactment script can be used within the video game to reenact the objects and actions of the video clip. The reenactment of the video clip may be interactive, where a player may assume control within the reenactment and when the player relinquishes control, the reenactment will continue at an appropriate part of the sequence of actions by skipping actions corresponding to the ones played by the player.

INFORMATION PROCESSING APPARATUS AND FILE GENERATION METHOD
20230053330 · 2023-02-23 ·

An output processing unit 112 generates image data of a game being played by a user. A ring buffer 118 records the image data generated by the output processing unit 112. A file generation unit 124 generates a map file which is used to reproduce the image data recorded on the ring buffer 118 in the order in which the image data has been recorded on the ring buffer 118, and then records the map file on a file recording unit 126.