Patent classifications
A63F2300/535
Dynamic player activity environment response
Systems, methods, and computer program products to provide responses to emergent group activities in an interactive environment, by monitoring actions of one or more avatars in the interactive environment, the one or more avatars being controlled by a respective user, detecting a first action matching a first action property in a first group activity template for a first group activity, of a plurality of group activity templates, determining that the first group activity is occurring in the interactive environment, and issuing to one or more components of the interactive environment, an indication to perform a respective predefined operation.
DYNAMIC DIFFICULTY ADJUSTMENT
Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted.
Managing participants in an online session
The present invention relates to an application that is configured to be operated in a multi-participant environment on a computer network. The application manages participants in an online session of a multi-user application so that if one of the participants exits the session, the session can continue without interruption. The application initiates an online session of the multi-user application, wherein the online session includes two or more participants comprised of network computers that are communicatively linked to a computer network. If the application detects that a first participant has disconnected from the online session, wherein the first participant is responsible for managing certain managerial functionality associated with the running of the multi-user application, then the application broadcasts a notification to existing participants of the online session over the communication network, thereby notifying the existing participants that the first participant has disconnected from the online session. The initiating application then re-assigns the functionality associated with the first participant to an existing participant of the online session. The participants can be communicating in a peer-to-peer arrangement or can be performing server duties in a client-server arrangement.
Generating game configurations
A system, computer-readable storage medium storing at least one program, and a computer-implemented method for generating game configurations are presented. For example, a system may receive a game configuration request message from a client device being operated by a player playing a virtual game. The game configuration request message may be sent, for example, in response to the player initiating a new game of the virtual game. The system may then select a game configuration based at least in part on historical performance data associated with the selected game configuration. The historical performance data may accumulate performance data from a group of players that previously played the virtual game using the selected game configuration. The system then communicates the selected game configuration to the client device. The player may play the virtual game using the selected game configuration as the initial game configuration for the virtual game.
Utilizing social engagement to generate metagaming resources
The present disclosure describes methods and systems directed towards utilizing social engagement to generate gameplay resources and subsequently utilizing those gameplay resources for metagaming. The metagaming is carried out via a first party platform that tracks and integrates user gameplay information coming from a plurality of different video games associated with a plurality of users participating within the same video games. The first party platform gameplay information is used to affect the user's performance and progress within a separate game (i.e. Metagame) which in turn can be used to affect the progress and performance of video games associated with the first party platform.
METHOD FOR NETWORK DETECTION, ELECTRONIC DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM
A method for network detection, an electronic device, and a non-transitory computer-readable storage medium are provided. The method includes the following. Determine whether a first game data packet is a first target data packet when a target game application of an electronic device transmits the first game data packet to a server. A first time point at which the first game data packet is transmitted is recorded when the first game data packet is the first target data packet. Determine whether a second game data packet is a second target data packet when the target game application receives the second game data packet from the server. A second time point at which the second game data packet is received is recorded when the second game data packet is the second target data packet. A network delay of the target game application is obtained.
SYSTEM AND METHOD FOR EXTRACTING COMBINATIONS OF ARBITRARY NUMBERS OF MEDIA, INCLUDED IN POSSESSED MEDIUM GROUP AND HAVING HIGH FREQUENCIES OF OCCURRENCE
One or more embodiments of the invention provides a system for extracting combinations of arbitrary numbers of media, included in a possessed medium group and having high frequencies of occurrence, in a game that proceeds as a user selects media from the possessed medium group and places the media in a game field, the individual media included in the possessed medium group being individually selected from a medium set preset in the game, the system including: a plurality of computing devices that each store possessed medium group information concerning possessed medium groups that are used by a plurality of predetermined users; and a control device that stores the possessed medium group information and that controls parallel processing of the operations of the individual computing devices, the control device allocating and sending sets constituted of a plurality of extracted media to the individual computing devices.
TRACKING FILE SYSTEM READ OPERATIONS FOR INSTANT PLAY OF VIDEO GAMES, AND FOR CLIENT-SIDE DISCARDING AND PREFETCHING OF GAME DATA
Client machines running game executables of a video game(s) may utilize a file system proxy component that is configured to track read operations made by the game executable during a game session, to generate access data based on the tracked read operations, and to report the access data to a remote system. This telemetry approach allows the remote system to collect access data reported by multiple client machines, to catalogue the access data according to client system configuration, and to analyze the access data to generate data that is usable by client machines to implement various game-related features including, without limitation, “instant play” of video games, discarding of unused blocks of game data to free up local memory resources, and/or local prefetching of game data for reducing latency during gameplay.
DETERMINING HIGH-INTEREST DURATIONS OF GAMEPLAY SESSIONS FROM USER INPUTS
In various examples, durations of relatively high user activity within a gameplay session may be determined from user input events using a running user activity measurement. Once a duration is identified, it may be further analyzed to merge the duration with one or more other durations and/or to determine or predict whether the duration would be of sufficient interest for further action. A user interest score for an identified duration may be computed based on a set of the user input events that occur in the duration and used to determine and/or predict whether the duration would be of sufficient interest for further action. In some cases, an action may be performed based on determining the user interest score is greater than a statistical value that is computed from user interest scores of multiple identified durations.
FRAUD DETECTION IN ELECTRONIC SUBSCRIPTION PAYMENTS
Methods, systems, and non-transitory computer-readable media are provided for fraud detection within an interactive media system such as a computer-based game. In some implementations, fraud in online subscription payments can be detected. The fraud detection can be used to adjust virtual currency revenue sharing payouts to developers associated with the computer-based game.