A63F2300/5546

Feedback oriented gameplay sessions in video games

Systems and methods are described herein for monitoring a gameplay session for violations of a policy and creating a remediation gameplay session through which remediation can be provided to players or player accounts that violate gameplay policies. The systems and methods can create a remediation gameplay session based in part on the game state data of the gameplay session during which the violation occurs.

REDUCING LATENCY IN ANTICHEAT DATAFLOW
20230016152 · 2023-01-19 ·

Systems and methods for generating and storing metrics are described herein. In particular, a game server may receive game activity data from one or more client devices connected to the game server via a network. The game server sends the activity data to an anticheat server that uses one or more nodes to each calculate a portion of the activity data to generate one or more metrics. The metrics may indicate whether the data is indicative of cheating behavior within a parallel reality game. The nodes add their respective generated metrics to a relational database using prepared insert statements. The anticheat server may instruct the game server to take action with respect to one or more client devices if the metrics indicate that cheating behavior was exhibited within the data.

Providing social network content in games

An apparatus and method for providing social network content in an online game is disclosed herein. Content is obtained from a social network site and is displayed within the game. The game also provides a mechanism for the user of the game to generate content to the posted within the social network from within the game. Such generated content is automatically posted in the social network for a recipient specified by the user.

Personalized user interface based on in-application behavior

Methods and systems to provide a user interface to access games available for a user account. Selection of a game for game play is detected at the user interface and, in response, a game play is initiated. Interactions provided by a user during game play are used to affect an outcome of the game. The interactions are analyzed to determine game behavior of the user. Behavior metrics are generated for different portions of the game, based on the user's game behavior. The behavior metrics for the user for the game are associated with a game icon of the game provided on the user interface, the association causes specific ones of the behavior metrics to be rendered for the different portions of the game during subsequent game play and are provided to help the user to improve the user's game play for the different portions of the game.

Systems and Methods for Distributed Entity Tracking
20220414946 · 2022-12-29 · ·

In some aspects, the disclosure is directed to methods and systems for secure and authenticated tracking of entity possession via a lightweight centralized or distributed ledger. Ownership records of different entities may be recorded on an immutable ledger such that provenance of the entities is verifiable and a user cannot create or counterfeit an entity. In some implementations, the system may store metadata of entities in a separate database that may store records for each entity and correspond to the respective entity's virtual identifier, enabling the ledger records to contain much less data, saving memory resources and the energy that is required to maintain the ledger. In some implementations, distributed incremental values may be provided to members of an ownership or possession chain of an entity, which may encourage compliance, reporting of ownership transfer, and encourage additional transfers.

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.

Systems and methods for facilitating transactions of virtual items between users of an online game

Systems and methods for facilitating transactions of virtual items between users of an online game are disclosed. Exemplary implementations may: receive a sales request that indicates a selling user will be offering for sale a particular virtual item from a seller's inventory through an online sales platform; assign the ownership of the particular virtual item temporarily to a holding account; publish a sales listing of the particular virtual item on the online sales platform; receive sales information from the online sales platform indicating whether the particular virtual item has been purchased; assign the ownership of the particular virtual item to the buyer's account; and transfer at least a portion of a sales amount received from the buying user to the seller's account.

DATA PLAY METHOD AND TERMINAL
20220379206 · 2022-12-01 ·

A data play method is provided. In response to an access operation on a virtual space, a terminal acquires a plurality of pieces of first interaction data issued in the virtual space by a plurality of first user accounts and a first matching degree corresponding to each piece of the first interaction data, and simultaneously plays at least two pieces of second interaction data among the plurality of pieces of first interaction data on a playing interface of the virtual space based on the first matching degrees corresponding to the plurality of pieces of first interaction data, such that play manners of the second interaction data having different first matching degrees are different.

Predictive data preloading
11511196 · 2022-11-29 · ·

Methods, systems, and computer readable media for predictive preloading of game data are described. In some implementations, a method can include using a machine learning model of player data to predict which games (or game-related data assets) to begin preloading prior to a user making a game selection. Once the user makes a selection, any preloading not related to the selection can be terminated. Thus, during the time period when the user is viewing available game selections, a given number of selections can begin to be preloaded based on predictions from the machine learning model. The preloading can help reduce latency from game selection by the user to game start time.

AUTOMATIC PRESENTATION OF SUITABLE CONTENT
20220370919 · 2022-11-24 · ·

Implementations described herein relate to methods, systems, and computer-readable media to automatically present suitable content for a particular locale. In some implementations, a computer-implemented method includes receiving gaming content associated with a game associated with a first client locale, the received gaming content including content that is restricted at a second client locale, receiving at least one content alternative, the at least one content alternative being an alternative to replace the received gaming content, generating a first localized rating for the received gaming content and a second localized rating for the at least one content alternative, and automatically providing the received gaming content or the at least one content alternative to a user device associated with the second client locale based on the first localized rating and the second localized rating.