A63F2300/5533

Rebalancing of in-game activity in multiplayer video games
11389725 · 2022-07-19 · ·

A computer-readable medium including a program which is executed by at least a first and second computer apparatus in a network to provide a video game that is progressed by at least first and second players using said first and second computer apparatus respectively controlling at least first and second player characters in a virtual multiplayer game world in which the difficulty of the game is defined by at least an enemy difficulty, wherein the virtual multiple player game world comprises at least one gaming arena and has at least one game level, the program causing the computer apparatus to function as: an enemy difficulty determining unit configured to detect a change in the number of player characters and to determine a new enemy difficulty in dependence on the change in the number of player characters; an enemy modulating unit configured to modulate the enemy difficulty to the determined new enemy difficulty; and an enemy generating unit configured to generate at least one enemy character at a rate, and/or having an enemy attribute, according to the determined new enemy difficulty.

Method of and System for Preventing Wall Hacking in Video Games by Using Ray Tracing to Filter Outgoing Data Packets

There is provided a method and a system for preventing wall-hacking by using server side ray tracing to filter data packets to be provided to user devices during a multiplayer video gaming session. Map information and player updates indicative of player actions are received, and an acceleration structure is generated. Primary rays from the virtual frustum associated with players are generated and intersections between rays and players geometries on the map are determined based on the acceleration structure. The visibility matrix is generated based on the determined intersections. The visibility matrix includes pair wise visibility information between each player. Data packets provided to each user device are then filtered based on the visibility matrix.

Systems and methods for controlling camera perspectives, movements, and displays of video game gameplay

In a multiplayer video game, virtual cameras are controlled by continually assessing and ranking storylines relating to the interactions of various players during a game session. A ranking for each storyline may be based on various factors such as, but not limited to, what the players can see, the distance between certain players, nearby game items or in-game. Subsequently, at least one virtual camera is navigated to provide a view of the highest-ranking storyline, subject to certain limitations on how the camera can move, transition, or otherwise display the interactions between players.

COLLABORATIVE AUGMENTED REALITY
20210319627 · 2021-10-14 ·

Augmented reality presentations are provided at respective electronic devices. A first electronic device receives information relating to modification made to an augmented reality presentation at a second electronic device, and the first electronic device modifies the first augmented reality presentation in response to the information.

Systems and methods for detecting collaborative virtual gestures

An endpoint system including one or more computing devices receives user input associated with an avatar in a shared virtual environment; calculates, based on the user input, motion for a portion of the first avatar, such as a hand; determines, based on the user input, a first gesture state for first avatar; transmits first location change notifications and a representation of the first gesture state for the first avatar; receives second location change notifications and a representation of a second gesture state for a second avatar; detects a collision between the first avatar and the second avatar based on the first location change notifications and the second location change notifications; and identifies a collaborative gesture based on the detected collision, the first gesture state, and the second gesture state.

MULTI-INSTANCE, MULTI-USER VIRTUAL REALITY SPACES
20210291042 · 2021-09-23 ·

A multi-instance, multi-user animation platform includes a plurality of modeled parallel dimensions in a computer memory. Each of the parallel dimensions may be an independent model of a physical, three-dimensional space having corresponding features such that the parallel dimensions are recognizable as counterparts to each other. Avatars are located within corresponding ones of the parallel dimensions so as to prevent over-population of any one of the parallel dimensions by avatars. Avatars are animated within different ones of the parallel dimensions using input from respective users to provide virtual-reality data. A common space is modeled in the computer memory configured in relation to the plurality of parallel instances so that an object located inside the common space is visible from viewpoints located inside each of the plurality of parallel instances. Remote clients may output an animated display of a corresponding one of the parallel dimensions and avatars therein.

MULTI-INSTANCE, MULTI-USER VIRTUAL REALITY SPACES
20210291043 · 2021-09-23 ·

A multi-instance, multi-user animation platform includes a plurality of modeled parallel dimensions in a computer memory. Each of the parallel dimensions may be an independent model of a physical, three-dimensional space having corresponding features such that the parallel dimensions are recognizable as counterparts to each other. Avatars are located within corresponding ones of the parallel dimensions so as to prevent over-population of any one of the parallel dimensions by avatars. Avatars are animated within different ones of the parallel dimensions using input from respective users to provide virtual-reality data. A common space is modeled in the computer memory configured in relation to the plurality of parallel instances so that an object located inside the common space is visible from viewpoints located inside each of the plurality of parallel instances. Remote clients may output an animated display of a corresponding one of the parallel dimensions and avatars therein.

MULTI-INSTANCE, MULTI-USER VIRTUAL REALITY SPACES
20210291044 · 2021-09-23 ·

A multi-instance, multi-user animation platform includes a plurality of modeled parallel dimensions in a computer memory. Each of the parallel dimensions may be an independent model of a physical, three-dimensional space having corresponding features such that the parallel dimensions are recognizable as counterparts to each other. Avatars are located within corresponding ones of the parallel dimensions so as to prevent over-population of any one of the parallel dimensions by avatars. Avatars are animated within different ones of the parallel dimensions using input from respective users to provide virtual-reality data. A common space is modeled in the computer memory configured in relation to the plurality of parallel instances so that an object located inside the common space is visible from viewpoints located inside each of the plurality of parallel instances. Remote clients may output an animated display of a corresponding one of the parallel dimensions and avatars therein.

Automatic movement of player character in network game

A game includes player characters in a virtual space. The game is progressed in accordance with game progress information, which is useable for generating a game screen. The game screen is configured to be displayed on a display device. An instruction for registering a player character, which is manipulated in the game by a first player, is received, and the player character of the first player is registered as a copy non-player character. The copy non-player character is configured to be manipulated in the game by a second player. The game progress information is updated, and data of the player character of the first player is updated in accordance with a manipulation of the copy non-player character by the second player during a period in which the first player is in an off-line state.

INCENTIVIZING LOCATION-BASED ACTIONS BY GROUPS

A method of incentivizing location-based actions by groups is disclosed. A group of users of a game networking system is notified that an incentive reward is to be provided based on a number of members of the group performing a location-based action transgressing a threshold. The incentive reward is provided based on the number of members of the group performing the location-based action transgressing the threshold.