A63F2300/535

IN-GAME INFORMATION PLATFORM
20230271085 · 2023-08-31 ·

Technology is described for surfacing in-game durational information to a player by way of a durational information platform. In a method embodiment, an operation processes a game data of a player for determining a game course the player is to take between a current state and a subsequent state within the game. The method also includes an operation for identifying a plurality of sequential segments within the game course for completion by the player and an operation for processing game telemetry of the player for determining effectiveness metrics of the player. The method further includes operations for calculating an estimated time for completion of the game course and for generating a recommendation for communication to a device of the player including the estimated time for completion.

Interactive latency measurement

The described technology is generally directed towards techniques to measure interaction latency. Interaction latency can be measured at a client device by measuring time intervals between user inputs and corresponding feedback, such as video frames responsive to the user inputs. Feedback can comprise communication bursts received at the client device. The communication bursts can be detected and correlated with user inputs in order to measure interaction latency. Feedback can also comprise video response features which are responsive to the user inputs. Received video frames can be analyzed to discover response features, and video frames including the response features can be correlated with user inputs in order to measure interaction latency.

METHOD, APPARATUS, AND DEVICE FOR CORRECTING POSITION OF TARGET OBJECT, AND MEDIUM
20220152507 · 2022-05-19 · ·

A method for correcting a position of a target object is provided. In the method, a position correction process for the target object is determined according to at least one of an update time window of a server, a motion state of the target object, or a position deviation of the target object, the position deviation being a difference between a first position of the target object in the server and a second position of the target object in a client, and the position correction process moving the target object from the second position to the first position. The position correction process is executed during the update time window to move the target object from the second position to the first position. Apparatus and non-transitory computer-readable storage medium counterpart embodiments are also contemplated.

VIDEOGAME TELEMETRY DATA AND GAME ASSET TRACKER FOR SESSION RECORDINGS
20220152516 · 2022-05-19 ·

Disclosed are issue tracking systems, troubleshooting techniques, and user interfaces for troubleshooting, which are associated with a user of a software application triggering the recording of a session. During the session, the user may narrate suggestions or problems for the application while they interact with the application in real-time, and a recording engine of the application may record various types of session data, such as the user's interaction, narration, telemetry data, call stack data, and so forth. The session data is automatically submitted to an issue tracking system to process a support ticket. The issue tracking system may provide a user interface enabling a developer to review a support ticket and any associated session data to quickly determine the relevant portion of the application data (e.g., underlying program code) that needs to be modified. The issue tracking system may also process session data to identify related tickets or recurring issues.

Facilitating event implementation in an online game

A system and method for facilitating implementation of events in an online game are disclosed. Award information may be received from user. The received award information may define a type of in-game award to be distributed to players of the online game. The award information may include information indicate a corresponding award handler for determine and/or distributing the instances of the award to the players. Event information may be received from user. The received event information may specify details for implementing an event in the online game. The received event information may include event award information indicating one or more instances of an award of an award type defined by the received award information. The event information may be used to automatically implement the event in the online game, and the instances of the award may be distributed to the participating players in accordance with the event award information.

System, method, program, machine-learning assisting device, and data structure for inspecting game program
11331580 · 2022-05-17 · ·

One or more embodiments of the invention provides a system for inspecting a game program for a game that progresses as a user selects a medium from an owned medium set including a plurality of media and places the medium on a game field. A game log including medium information regarding the media, included in a game state including the game field and the owned medium set, is obtained, tensor data is created by creating array data in which matrices representing the media information included in the game state are arrayed along a time axis based on the obtained game log, machine learning is performed by using the created tensor data, thereby generating a learning model, the medium to be selected by the user is inferred by using the learning model, and the game program is executed using the inferred medium as a choice of the medium by the user.

System and method for remote-hosted video game streaming and feedback from client on received frames

A method and system are provided for streaming a video game from a server to a client. One example system includes the server configured to generate video frames for the video game responsive to input received from the client. An encoder that processes the video frames to generate compressed video frames and storing past encoder states in memory associated with the encoder. The server is configured to transmit the compressed video frames to the client. The server is configured to receive a feedback signal from the client to determine when one or more of the compressed video frames that were sent were not been received by the client. The encoder is configured to generate one or more next video frames as compressed video frames that are dependent on compressed video frames that are known to have been successfully received based on the feedback signal.

Region division with cell merging using spanning tree
11731038 · 2023-08-22 · ·

A location-based parallel reality game may use regions to determine how to disperse virtual elements, locate virtual experiences, and/or define game objectives. To determine the regions of the geographic area, a server divides the geographic region into cells. The server assigns real-world data to each of the cells and constructs a graph of nodes and edges based on the cells. Each node corresponds to a cell, and each edge connects nodes that correspond to adjacent cells. The server partitions the graph into contiguous segments based on the real-world data. The server defines regions of the geographic area based on the contiguous segments and stores the defined regions in a data store. The server may hierarchically partition the regions into higher order regions until each region meets a set of criteria.

METHOD AND SYSTEM FOR PROVIDING A MULTIPLAYER GAME
20220143498 · 2022-05-12 ·

A method for providing a multiplayer game to a player in a computer network. The method includes connecting a player to a first game server, providing the player with a game, and monitoring the game. The method includes detecting a predetermined event in the game, and in response to the detecting, disconnecting the player from the game server and providing the game to the player. The method includes monitoring the game servers and selecting a second game server with suitable game state data. The method includes providing server information for the second game server to the game client, and connecting the game client to the second game server and providing the second server game from the second game server to the player.

Methods, Devices, and Systems for Countering Cheats in Games
20230256346 · 2023-08-17 ·

Techniques for countering cheats in a multi-player gaming environment are described herein. In accordance with various embodiments, a server includes a cheating analyzer running on processor(s) and a non-transitory memory for storing cheat data and counter cheat data. The server identifies suspected cheating in a game and determines a probability of the suspected cheating based on the cheat data. The server also selects a counter cheat of the suspected cheating corresponding to the probability value based on the cheat data and the counter cheat data. The server then applies the counter cheat approximate the probability value in the game. In some embodiments, the server deploys local copies of the cheating analyzer to client devices, including sending at least a portion of the cheat data and/or counter cheat data. The local copies facilitate the cheat identification, the probability determination, the counter cheat selection, and/or the application of the counter cheat.