Patent classifications
A63F13/798
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.
Game control method, game server, and game system
A game control method, a game server, and a game system with which a user can efficiently increase the number of friends in a game with a friend-up function are provided. When a friend candidate list image 230 of a recommended friend search screen 23 is generated in response to a request from an information processor 1 connected to a game server 10 over a communication line, the game server 10 generates a list of friend candidates with reference to a friend seeking flag. The friend seeking flag is stored in association with a user ID by which each user is identified, and indicates whether the user corresponding to the user ID is seeking friends.
Game control method, game server, and game system
A game control method, a game server, and a game system with which a user can efficiently increase the number of friends in a game with a friend-up function are provided. When a friend candidate list image 230 of a recommended friend search screen 23 is generated in response to a request from an information processor 1 connected to a game server 10 over a communication line, the game server 10 generates a list of friend candidates with reference to a friend seeking flag. The friend seeking flag is stored in association with a user ID by which each user is identified, and indicates whether the user corresponding to the user ID is seeking friends.
Virtual dojo
A method and system for assisting a play is disclosed. A gameplay of a user of media content that is associated with a game type is received. A skill involved in the gameplay of the user is determined based on the gameplay of the user and the game type. A skill level of the user is determined based on the gameplay of the user. A training curriculum is provided to the user based on the skill and the skill level of the user upon detecting a triggering event.
Virtual dojo
A method and system for assisting a play is disclosed. A gameplay of a user of media content that is associated with a game type is received. A skill involved in the gameplay of the user is determined based on the gameplay of the user and the game type. A skill level of the user is determined based on the gameplay of the user. A training curriculum is provided to the user based on the skill and the skill level of the user upon detecting a triggering event.
SYSTEMS AND METHODS FOR VIDEO STREAMING ANALYSIS
Systems and methods related to video streaming analyses for video game streams are disclosed. In embodiments, soft-ware-based algorithms may be applied to enhance game play, enable improvements to wagering, and applying artificial intelligence and machine learning algorithms to enhance game play experience. In embodiments, video game streams may be received to determine data regarding the video game play. Based on the data, an analysis regarding one or more aspects of the gaming event may be produced, with such aspects including at least one or a game strategy, behavioral information, and prediction, and a recommendation. The analysis can then generate a message to be output to the player of the video game stream.
TECHNIQUES FOR USER RANKINGS WITHIN GAMING SYSTEMS
Techniques are described herein for a gaming system that maintains an internal score and an external score for each user. The system maintains the internal scores to reflect demonstrated user skill. The system uses the accurate internal scores to facilitate communication between client computing devices associated with users that have been selected to participate in gameplay instances based on the internal scores. The external scores maintained by the system displayed to the users. Because the external scores are not used for matchmaking, the external scores may be adjusted in any way without requiring internal consistency. For example, to combat gameplay stagnation, the gameplay system periodically resets maintained external scores. For a time, comparisons between the reset external scores do not accurately reflect the users' rankings within the game. However, as the users participate in gameplay, the external scores return to levels that are similar to the users' internal scores.
Dynamic event-based ranking methods and systems
Systems and methods for dynamic events-based ranking servers including a processor. The server also includes a memory communicatively coupled to the processor. The memory includes at least event data, player skill data, and game logic, which is configured to be processed by the processor in order to execute a game with a plurality of players until a game conclusion is reached. The memory further includes event capture logic that is configured to be processed by the processor to identify a plurality of events within the executed game. The events to be captured are done so prior to the game conclusion. Also, the captured event data can relate to the plurality of events. Finally, the memory includes an event update logic, which is configured to be processed by the processor to update player skill data scores in response to the event data captured during the game.
Dynamic event-based ranking methods and systems
Systems and methods for dynamic events-based ranking servers including a processor. The server also includes a memory communicatively coupled to the processor. The memory includes at least event data, player skill data, and game logic, which is configured to be processed by the processor in order to execute a game with a plurality of players until a game conclusion is reached. The memory further includes event capture logic that is configured to be processed by the processor to identify a plurality of events within the executed game. The events to be captured are done so prior to the game conclusion. Also, the captured event data can relate to the plurality of events. Finally, the memory includes an event update logic, which is configured to be processed by the processor to update player skill data scores in response to the event data captured during the game.
TECHNIQUES FOR OFFERING SYNERGISTIC BUNDLES IN GAMES INVOLVING GAME-SETS OF PLAY-ITEMS
Techniques are described herein for automatically pre-constructing bundles of play-items based on the degree of synergy between the play-items. The degree of synergy between play-items is determined empirically, based on contents of player-constructed game-sets and outcomes of actual games using those game-sets. Automatically pre-constructing bundles involves generating pairwise synergy scores between every possible pair of play-items, and then (for bundles containing more than two items) using those pairwise synergy scores to determine bundle-wise synergy scores. Techniques are provided for identifying candidate bundle(s) of play-items to offer or award to a player. The candidate bundles are determined based on synergies between the play-items in each of the pre-constructed bundles and the play-items in the player's specific game-set.