A63F2300/6018

SYSTEMS AND METHODS FOR DETERMINING POINTS OF INTEREST IN VIDEO GAME RECORDINGS
20210154584 · 2021-05-27 ·

A device for editing video gameplay, comprising a display, an interface configured to receive one or more outputs from a game controller concurrently with the video game displayed; and one or more processors. The one or more processors are configure to record a video of the video game displayed on the display; store the one or more outputs from the game controller received concurrently with the video game displayed; determine based on the one or more outputs from the game controller time series data indicating an amount of user activity; and align the time series data with the video of the video game.

Generating Expressive Speech Audio From Text Data

A system for use in video game development to generate expressive speech audio comprises a user interface configured to receive user-input text data and a user selection of a speech style. The system includes a machine-learned synthesizer comprising a text encoder, a speech style encoder and a decoder. The machine-learned synthesizer is configured to generate one or more text encodings derived from the user-input text data, using the text encoder of the machine-learned synthesizer; generate a speech style encoding by processing a set of speech style features associated with the selected speech style using the speech style encoder of the machine-learned synthesizer; combine the one or more text encodings and the speech style encoding to generate one or more combined encodings; and decode the one or more combined encodings with the decoder of the machine-learned synthesizer to generate predicted acoustic features. The system includes one or more modules configured to process the predicted acoustic features, the one or more modules comprising a machine-learned vocoder configured to generate a waveform of the expressive speech audio.

Delivery of a time-dependent virtual reality environment in a computing system

Embodiments for delivery of a time-dependent virtual reality environment by a processor. A time-dependent three dimensional (3D) virtual environment, having one or more configurable boundary parameters, may be created according to user input, one or more cognitive computing systems, data resources, or a combination thereof.

Systems and methods of physics layer prioritization in virtual environments

A method of presenting visual information to a user includes acquiring a first surface mesh relative to the user, acquiring a second surface mesh relative to the user, assigning a first physics layer to the first surface mesh, assigning a second physics layer to the second surface mesh, and prioritizing the first physics layer over the second physics layer independent of a relative position of the first physics layer and the second physics layer in a shared environment for interactions with a first object associated with the first surface mesh and a second object associated with the second surface mesh.

Terrain generation system

Embodiments of the systems and methods described herein provide game terrain generation system that can generate height field data from a sketch of graphical inputs from a user via a graphical user interface. The game terrain generation system can use a model, such as a trained neural network, to apply macro and micro topological features on top of the height field data to generate game terrain data. The game terrain generation system can identify boundaries between different styles of terrain and generate transitions between the styles to create a more realistic terrain boundary.

Hexagonal fragmentation of terrain in computer game
10918943 · 2021-02-16 · ·

Embodiments relate to hexagonal fragmentation of terrain. Terrain data including locations on a terrain and corresponding hex identifiers of hexagonal terrain tiles of a three-dimensional topology to be placed at the locations are received at a computing device. Hex definition data corresponding to a hexagonal terrain tile includes a constraint condition imposed on an adjacent hexagonal terrain tile so that it can be placed adjacent to the hexagonal terrain tiles. A representation of the terrain is generated by instantiating the hexagonal terrain tiles at the locations indicated in the terrain data with faces of one or more of the hexagonal terrain adjoined to each other in compliance with the constraint condition.

TERMINAL DEVICE APPLICATION PROGRAM, TERMINAL DEVICE CONTROL METHOD, TERMINAL DEVICE, AND LIVE BROADCAST DISTRIBUTION SERVER PROGRAM
20200351552 · 2020-11-05 ·

A terminal device application program, a terminal device control method, a terminal device, and a live-broadcast distribution server program that can distribute content such as a questionnaire without delaying the progress of the distribution of a live-broadcast program even When an assistant cannot be provided next to [a distributor] are provided. The application program for the terminal device 3, having a function to communicate with a live-broadcast distribution server 1 that has a distribution function of a live-broadcast program, Wherein the application program makes a computer of the terminal device 3 function as an authority granting unit 32 that grants authority to create content to a part of or all viewers, a viewer content creation unit 32 that enables content creation by a viewers who has been granted authority to create content, and a content distribution unit 32 that incorporates content created by a viewer into a program being live-broadcasted, based on an instruction by a live-broadcast distributor or the viewer who created content.

Terminal device, server device, program, and method

A terminal device including: a memory configured to store computer-readable instructions and item information relating to a plurality of first items virtually arranged in association with a plurality of first predetermined positions in a real world, the plurality of first items corresponding to a plurality of items used in a game application; and a processor configured to execute the computer-readable instructions so as to detect a providable first item being virtually arranged within a predetermined range from a current user position in the real world, provide the providable first item to a user who is executable the game application, create a second item based on the providable first item usable in the game application, and associate the created second item with a second predetermined position in the real world.

VIDEO GAME TESTING AND AUTOMATION FRAMEWORK

An automated video game testing framework and method includes communicatively coupling an application programming interface (API) to an agent in a video game, where the video game includes a plurality of in-game objects that are native to the video game. The agent is managed as an in-game object of the video game. A test script is executed to control the agent, via the API, to induce gameplay and interrogate one or more target objects selected from the plurality of in-game objects native to the video game. Video game data indicating a behavior of the one or more target objects during the gameplay is received. Based on the received video game data, performance of the video game is evaluated.

Level editor with word-free coding system

Systems and methods are provided for video game development. The system may include a level editor that configures a level of a video game in response to user input, where the level represents a physical space comprising game objects, a character is moveable within the physical space in response to input received from the game controller when the video game is played, and the level has an objective for the character to complete. The system may include a word-free code editor with which any item of the level is programmable with software code. When the video game is played, a game engine may control the programmed items according to the software code and move the character within the level in response to the user input received from the game controller.