A63F2300/5533

Massive multi-player compute
11628356 · 2023-04-18 · ·

Methods and systems for managing processing resources of an online game include executing the online game for one or more users. Each user is provided access to virtual locations in a gaming world of the online game. A compute is assigned for processing gaming interactivity of the one or more users in the gaming world. A number of users accessing a region within a virtual location are determined. When the number of users exceeds a predefined limit for the compute assigned to the users in the region, the region is divided into a plurality of sub-regions and additional compute is assigned for the region so that the compute and the additional compute can process gaming interactivity for the users in each of the sub-regions defined in the gaming world.

Player profile management system

A player profile management system collects player data from various systems and generates and manages player profiles. A snapshot pipeline of the player profile management system generates a snapshot player profile associated with a player. The player profile management system receives, after generating the snapshot player profile associated with the player, player data associated with the player. An update pipeline of the player profile management system generates, based on the snapshot player profile and the player data associated with the player, an update player profile associated with the player.

Video game processing program and video game processing system
11465046 · 2022-10-11 · ·

A non-transitory computer-readable medium including a video game processing program product for causing a server to realize functions to control progress of a video game in response to an operation of a user is provided. The functions include: a motion control function configured to refer to a storing section to cause an object to carry out a motion specified by the user, a series of actions (hereinafter, referred to as a “motion”) being stored in the storing section in advance, the object being to be caused to carry out the series of actions; a stopping function configured to cause the motion, which the object is carrying out, to stop on the way on the basis of an operation of the user; and a proceeding function configured to cause the video game to proceed in a state where the motion of the object is stopped on the way on the basis of the stopping function.

INFORMATION PROCESSING APPARATUS AND INFORMATION PROCESSING SYSTEM

Methods and apparatus provide for communications between an information processing device operated by a first user, which is connected via a network to another information processing device operated by a second user, where an application executing on the information processing device and generating an application image on a basis of operation information provided by the first user is transmitted to the other information processing device over the network.

METHOD OF RECORDING AND REPLAYING GAME VIDEO BY OBJECT STATE RECORDING
20170368458 · 2017-12-28 · ·

Provided are a method of recording and replaying a game video by using an object state recording method, in which recording and replaying of the game video may be performed by remarkably reducing a data capacity of the game video.

According to the method of recording and replaying a game video by using an object state recording method, a game play video having a small data capacity may be provided at a high image quality.

In addition, according to the method of recording and replaying a game video by using an object state recording method, a calculation load of a game play terminal may be remarkably reduced by recording a game video based on the latest game development environment.

Method of synchronizing online game, and server device
09849389 · 2017-12-26 · ·

The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.

Distributed sample-based game profiling with game metadata and metrics and gaming API platform supporting third-party content

This application is directed to real-time game profiling and analysis. While a game server executes multiple game instances for a gaming title in parallel, a profiling server generates a game profiling instruction to collect data samples associated with a subset of the game instances and sends the game profiling instruction to the game server. In response to the game profiling instruction, the game server identifies the subset of the plurality of game instances, and collects data samples associated with each game instance in the identified subset. Each collected data sample includes at least game state data and system performance data associated with synchronous gaming sessions corresponding to the respective game instance. The game server sends the collected data samples associated with each game instance in the identified subset to the profiling server, which provides the plurality of data samples to an analytics server for further analysis.

COLLABORATIVE ELECTRONIC GAME PLAY EMPLOYING PLAYER CLASSIFICATION AND AGGREGATION
20170361228 · 2017-12-21 ·

A method and system tracks, analyzes or sorts behaviors of user or players across a network to draw correlations from, or characterizations of, those user or players and identifies similarly characterized or mutually complementary user or players. For example, the method automatically obtains player data regarding interactions by each of multiple players with a multiplayer electronic game via each player's corresponding data processing device connected via the network. The method can then sort, classify or suggest additional activities, games, groups, or other different activities or actions for the players.

Games analytics

A system for allowing intervention in a video game. The system is adapted to: receive a plurality of event data structures from on-line video games at certain pre-determined points during real time play, each event data structure including an event identification indicative of a pre-defined event, and a user identification uniquely associated with the user; analyze the event data structures to determine event based user information associated with each user; for each user, store the event based user information in a user database; receive requests from video games, each request being associated with a specific point in a specific game and a specific user; analyze information in the user database for each user from which each request originated to determine whether a response should be sent, if a response is needed, determine the response to be sent, and send the determined response to the specific game and specific user that requested it.

ARTIFICIAL INTELLIGENCE CONTROLLER THAT PROCEDURALLY TAILORS ITSELF TO AN APPLICATION

A method may include receiving a communication from a device at an artificial intelligence controller including state information for a software application component running on the device, the state information including information corresponding to at least one potential state change available to the software application component, and metrics associated with at least one end condition, interpreting the state information using the artificial intelligence controller, and selecting an artificial intelligence algorithm from a plurality of artificial intelligence algorithms for use by the software application component based on the interpreted state information; and transmitting, to the device, an artificial intelligence algorithm communication, the artificial intelligence algorithm communication indicating the selected artificial intelligence algorithm for use in the software application component on the device.