Patent classifications
A63F2300/5566
Game control device, game control method, program, recording medium, game system
A game control device according to the present invention includes: a correlator configured to correlate a plurality of objects with each of a plurality of users including a first user and a second user; a setter configured to set a plurality of object groups including more than one object selected from the plurality of objects correlated with each of the plurality of users for each of the plurality of users; an associator configured to associate each of the plurality of object groups set by the setter, with a group type; an executor configured to execute a battle game between an object group of the first user and an object group of the second user; a determiner configured to determine a group type of the object group of the second user before the battle game is executed; and a selector configured to select an object group of the first user from the plurality of object groups set for the first user, the object group of the first user applied to the battle game, the object group of the first user associated with the group type that is determined by the determiner.
Augmented Reality Mobile Edge Computing
Processing of actions within a shared augmented reality experience is split between an edge node of a communications network (e.g., a cell tower) and a server. As a result, computation of the current state may be sharded naturally based on real-world location, with state updates generally provided by the edge node and the server providing conflict resolution based on a master state (e.g., where actions connected to different edge nodes potentially interfere with each other). In this way, latency may be reduced as game actions are communicated between clients connected to the same edge node using a peer-to-peer (P2P) protocol without routing the actions via the game server.
User matching based on active game time
A method, a computer program product, and a computer system match players in a turn based game based on player activity. The method includes determining first characteristics of a first player activity of a first player. The characteristics are indicative of first active times that the first player historically took turns while playing the turn based game. The method includes identifying a second player having second characteristics of a second player activity. The second characteristics are indicative of second active times that the second player historically took turns while playing the turn based game. The second active times are compatible with the first active times. The method includes generating an indication for a game server hosting the turn based game to match the second player with the first player.
Matchmaking for online gaming with simulated players
A matchmaking system matches players for online gaming, when some of the players may be human players and others may be simulated players. The matchmaking system may determine a first skill score associated with a first player for an online game, determine a behavior simulation model for a simulated player is available for the online game, determine a second skill score associated with the behavior simulation model for the online game, and determine the behavior simulation model matches with the first player based at on the first skill score being within a threshold of the second skill score. The matchmaking system may then instantiate a simulated player based on the behavior simulation model and instantiate the online game with the first player and the simulated player.
GAMING INTERFACE AND SYSTEMS AND METHODS FOR PROVIDING SAME
Disclosed are new and innovative methods and systems for coordinating a game having a plurality of players. One of the methods comprises: enabling each of the plurality of players to create a team of champions; and creating a one or more real-time battles between a plurality of human players.
Method and system for mediating interactive services over a wireless communications network
The present invention is directed to a method and system for controlling the state of an interactive application and controlling delivery of the interactive application to one or more users. The system of the present invention is a system for delivering an interactive application to one or more users of a communications network and may comprise an interactive application adapted to the communications network; a user access device adapted to receive said interactive application; control means for establishing parameters under which said interactive application is rendered on said user access device; and mediation means for establishing terms for the interaction between the at least one user and other users and the communications network.
Operational management of multi-media gaming devices
Operational management of a multi-media system includes assessing end user performance with respect to operation of a multi-media device in the multi-media system. Upon determining a performance value derived from assessment of the end user performance exceeds a pre-defined threshold value, the operational management further includes identifying accommodation options that specify modifications to the operation of the multi-media device and/or operations of another multi-media device in the multi-media system that is engaged in a media activity concurrent with the end user of the multi-media device.
System and method for driving microtransactions in multiplayer video games
A system and method is provided that drives microtransactions in multiplayer video games. The system may include a microtransaction arrange matches to influence game-related purchases. For instance, the system may match a more expert/marquee player with a junior player to encourage the junior player to make game-related purchases of items possessed/used by the marquee player. A junior player may wish to emulate the marquee player by obtaining weapons or other items used by the marquee player.
Method and system for managing multiplayer game sessions
A method for managing a game session of a multiplayer game is provided. A request to start a game session of the multiplayer game is received from a first party. The first party is associated with a first category of players of the multiplayer game, and the number of players within the first category is determined. If the number of players within the first category is below a threshold number, an invite is sent to at least a second party associated with the first category. Upon receiving a request to join a game session of the multiplayer game from the at least a second party, a game session of the multiplayer game is started by accepting the request from the first party, and the at least a second party is added to the game session of the multiplayer game.
Finding friends for multiuser online games
The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information.