Patent classifications
A63F2300/5526
Video game processing apparatus and video game processing program
Player character related information stored in a player character related information memory changes in accordance with progress of a video game. Initial area information stored in an initial area information memory indicates an initial state of each of a plurality of areas on which a player character can move. Latest area information stored in a latest area information memory indicates a progress status of the video game in the same area as the area indicated by the initial area information, and is updated in accordance with progress of the video game in the area. It is determined whether to use the initial area information or latest area information in response to an operation of the player. The player character related information is updated in accordance with control content using the latest area information in a case where it is determined to use the latest area information.
IDEMPOTENCY OF APPLICATION STATE DATA
Disclosed are various embodiments for synchronizing application state information across devices. More specifically, embodiments of the disclosure are related to facilitating idempotency of application state information. Idempotency is maintained by using a timestamp embedded within application state information and/or by determining that the application state information is associated with an accumulating value.
Data Streaming for Interactive Decision-Oriented Software Applications
Providing data to a computer software application by intercepting a request made by a computer software application to retrieve a first data set from a first data storage location, accessing a record, defined in advance of the request, that includes a reference to the first data set and a reference to a second data set, retrieving the first data set from a data storage location other than the first data storage location, and retrieving the second data set from a data storage location other than the first data storage location in advance of a request by the computer software application to access the second data set at the first data storage location.
APPLICATION INTERFACE FOR TRACKING PLAYER IDENTITY
Systems and method for providing a single sign in a gaming console that associates online activity that is out-of-game/cross game, and/or online activity that is in-game, and/or activity that is offline and in-game with that account. While online, a service tracks activity of gamers and provides usage statistics in a profile. While offline, the game console tracks the player's activity via a mechanism to collect detailed information about a specific player's in-game statistics and accomplishments. The offline activity is cached and uploaded when the console connects to the online service. Players can accumulate achievements offline that are credited towards online activities.
Idempotentcy of application state data
Disclosed are various embodiments for synchronizing application state information across devices. More specifically, embodiments of the disclosure are related to facilitating idempotency of application state information. Idempotency is maintained by using a timestamp embedded within application state information and/or by determining that the application state information is associated with an accumulating value.
Entertainment system for performing human intelligence tasks
A game engine is configured to accept human intelligence tasks as in-game content and present the in-game content to the game player. Human intelligence tasks, such as visual discrimination, are thus enabled in a video game context. The game engine may receive a definition of human intelligence tasks from one or more remote sources present the human intelligence tasks to multiple video game participants as in-game content. The game engine defines and enables game play rules for the in-game content. The game play rules set parameters for the multiple video game participants to perform the human intelligence tasks to achieve desired results. The game engine may award each of the multiple video game participants an improved game score upon successful performance of the human intelligence tasks in accordance with the game play rules. The game engine may measure success by consistency in responses between different participants or trials.
Methods and Devices for Anonymous Competition
Methods and devices are presented for facilitating anonymous gameplay in multi-state, multiplayer games, such as poker. A gaming server may allow players to anonymously join instances of a game. The gaming server may represent an anonymous player to himself or herself using a non-anonymous alias, while the gaming server may represent the anonymous player to the other players or entities using an anonymous alias. Additionally, the gaming server may record events occurring in the game, and provide similarly anonymized versions of these events to other players and entities.
ENTERTAINMENT SYSTEM FOR PERFORMING HUMAN INTELLIGENCE TASKS
A game engine is configured to accept human intelligence tasks as in-game content and present the in-game content to the game player. A method performed by the game engine enables performance of human intelligence tasks, such as visual discrimination, in a video game context. The game engine may receive a definition of human intelligence tasks from one or more remote sources. The game engine may present the human intelligence tasks to multiple video game participants as in-game content. The game engine defines and enables game play rules for the in-game content. The game play rules set parameters for the multiple video game participants to perform the human intelligence tasks to achieve desired results. The game engine may award each of the multiple video game participants an improved game score upon successful performance of the human intelligence tasks in accordance with the game play rules. The game engine may measure success by consistency in responses between different participants or trials.
Game program, method, and information processing device
A game that receives information about sleep of users maintains enjoyment of the game without placing an excessive load on a server. The game includes receiving an operation input from a user; setting a first time at which a game is to progress and making a predetermined notification at the first time when the operation input is not received before the first time arrives; changing a state of the notification based on the operation input of the user and accessing a server to progress the game; and distributing second times at which the computers of users are to access the server to progress the game.