Patent classifications
A63F13/798
Automated weapon selection for new players using AI
An inexperienced computer simulation player is assisted in playing the simulation by identifying in previously-played simulations successful players in terms of simulation play. The virtual weapons selected by those players are identified and a recommendation of the weapon presented to the inexperienced player of the computer simulation.
Automated weapon selection for new players using AI
An inexperienced computer simulation player is assisted in playing the simulation by identifying in previously-played simulations successful players in terms of simulation play. The virtual weapons selected by those players are identified and a recommendation of the weapon presented to the inexperienced player of the computer simulation.
METHOD FOR GAME ACCOUNT TRADING
Through the present invention, game players can auction or transact game objects under their game accounts, such as roles, props, services, etc. The management of game account trading through the trading platform will also protect the safety of game object transactions. In addition, players can also take advantage of the functions of the present invention to manage their auctions and negotiate prices.
PROGRAM, ELECTRONIC DEVICE, METHOD, AND SYSTEM
An electronic device 10 includes: a setting unit 231 that sets an association between a first game medium that is selected by a player and that serves as an operation target in the game and a second game medium that is selected by the player; a skip-processing-procedure deciding unit 232 that decides, on the basis of priorities respectively associated with skill-related processing procedures of the first game medium and the second game medium, the skill-related processing procedure that becomes a skip target; and a skill-processing-procedure executing unit 233 that executes skill processing procedures respectively associated with the first game medium and the second game medium on the basis of a player input, wherein the skill-processing-procedure executing unit 233 skips the decided skill-related processing procedure when the skill processing procedures associated with the first game medium and the second game medium are executed.
PROGRAM, ELECTRONIC DEVICE, METHOD, AND SYSTEM
An electronic device 10 includes: a setting unit 231 that sets an association between a first game medium that is selected by a player and that serves as an operation target in the game and a second game medium that is selected by the player; a skip-processing-procedure deciding unit 232 that decides, on the basis of priorities respectively associated with skill-related processing procedures of the first game medium and the second game medium, the skill-related processing procedure that becomes a skip target; and a skill-processing-procedure executing unit 233 that executes skill processing procedures respectively associated with the first game medium and the second game medium on the basis of a player input, wherein the skill-processing-procedure executing unit 233 skips the decided skill-related processing procedure when the skill processing procedures associated with the first game medium and the second game medium are executed.
AUTOMATED TOURNAMENTS
The present disclosure describes methods and systems directed towards automating tournaments within a gaming environment. Data regarding a first set of players that registered for a tournament may be received by a tournament server. The players are placed in a tournament queue. If the number of players in the tournament queue exceeds a certain threshold, then one or more tournaments are created based on a model tournament, the maximum size of the tournament, and the number of players in the tournament queue. The players in the tournament queue are placed into each of the tournaments that includes one or more matches
AUTOMATED TOURNAMENTS
The present disclosure describes methods and systems directed towards automating tournaments within a gaming environment. Data regarding a first set of players that registered for a tournament may be received by a tournament server. The players are placed in a tournament queue. If the number of players in the tournament queue exceeds a certain threshold, then one or more tournaments are created based on a model tournament, the maximum size of the tournament, and the number of players in the tournament queue. The players in the tournament queue are placed into each of the tournaments that includes one or more matches
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.
TRACKING IN-GAME EVENTS AND GENERATING EVENT REPORTS ACROSS MULTIPLE GAMING APPLICATIONS
The present disclosure relates to systems, methods, and computer-readable media for identifying a variety of events that occur within a gaming session and generating event reports based on the identified events. For example, a gaming service (e.g., a cloud gaming server) can leverage content analysis and event recognizer services on a cloud computing system to detect one or more in-game events based on gaming content (e.g., video content, audio content, controller inputs) that is delivered to a client system. Systems described herein can train and implement event recognizers trained to track various in-game events across multiple gaming applications. Based on the tracked events, the systems described herein can generate event reports for events, individual users, and groups of users of the cloud computing system.
TOKEN MANAGEMENT SYSTEM FOR USE IN IMMERSIVE INTERACTIVE SPORTS ENVIRONMENTS
A system and method for managing tokens used in an interactive sports management system enabling remote participation in decisions affecting activity in a sporting event. The interactive system includes a server platform in communication with a blockchain processing network in which are recorded player tokens corresponding to the players. The tokens are respectively implemented by player smart contracts instantiated within the blockchain processing network and executed by a blockchain virtual machine. Results information relating to performances of the players is received by the server platform and stored within a database. A value factor corresponding to an achievement occurrence within the results information associated with a first player is provided to a first player smart contract implementing a first player token associated with the first player. The first player smart contract updates a value of the first player token within the blockchain processing network based upon the first value factor.