Patent classifications
A63F2300/558
INTERACTION BASED SKILL MEASUREMENT FOR PLAYERS OF A VIDEO GAME
Skill measurement systems and methods include interaction pairs and an interaction uncertainty. The interaction pairs are pairwise matches corresponding to instances of interactions between players. The interaction uncertainty variable corresponds to the instance of interaction and is based in part on the uncertainties of a player, player team, and/or gameplay aspects. The interaction pairs and interaction uncertainty are used to more accurately determine a skill rating of a player based in part on interaction data among gameplay data from a gameplay session of a video game.
Methods, systems, and devices of providing portions of recorded game content in response to a trigger
Embodiments include a system that incorporates the subject disclosure may include, for example, detecting a current trigger during a video game and determining a group of players involved in the current trigger. Further embodiments include recording a trigger clip of game content for each player in the group of players resulting in a group of trigger clips. Each trigger clip of the group of trigger clips is a portion of game content that includes the current trigger from a perspective of each player of the group of players. Additional embodiments include providing the group of trigger clips to a group of gaming devices over a communication network. Each gaming device of the group of gaming devices is associated with one player of the group of players. Additional embodiments are disclosed.
Non-transitory computer-readable recording medium and method for controlling communication between a server device and a terminal device
A non-transitory computer-readable recording medium containing a program, which, when executed by processing circuitry of a terminal device that communicates with a server device, causes the processing circuitry to: execute a game part, the server device being for storing ranking information including a plurality of first points each corresponding to each of a plurality of user groups to each of which one or more users belong, the ranking information also including a rank of each user group determined based on the corresponding first point; in response to an execution result of the game part satisfying a first condition, transmit, to the server device, a request for changing the first point corresponding to a first user group among the user groups to which the user of the terminal device belongs; and receive, from the server device, the ranking information updated based on the first point after being changed.
System and method for matching users of client applications
In an aspect, a request, from a first user of a plurality of users of an application client executing on respective mobile devices of the plurality of users, to interact with one or more other users of the plurality of users in the application client, based on a first plurality of interaction templates selected by the first user, can be received. A second user associated with a second interaction template can be determined from the plurality of users, and the determination can be based on an identification of a match between the second interaction template and a first interaction template from the first plurality of interaction templates. Interaction in the application client, between the first user and the second user, can be initiated in response to the determination of the second user. Related systems, apparatus, techniques, and articles are also described.
DECAYING SCORES TO RANK ARTISTS
A system may be configured to generate a leaderboard. Content may be presented via each of a plurality of contestants to a plurality of displays of a plurality of users. A plurality of votes may be obtained based on each of the presentations. A score may be determined for each of the contestants based on the respective votes. Each of the scores may be reduced based on an amount of elapsed time since the respective determination. Finally information identifying the contestant having the highest score may be output.
TOKEN MANAGEMENT SYSTEM FOR USE IN IMMERSIVE INTERACTIVE SPORTS ENVIRONMENTS
A system and method for managing tokens used in an interactive sports management system enabling remote participation in decisions affecting activity in a sporting event. The interactive system includes a server platform in communication with a blockchain processing network in which are recorded player tokens corresponding to the players. The tokens are respectively implemented by player smart contracts instantiated within the blockchain processing network and executed by a blockchain virtual machine. Results information relating to performances of the players is received by the server platform and stored within a database. A value factor corresponding to an achievement occurrence within the results information associated with a first player is provided to a first player smart contract implementing a first player token associated with the first player. The first player smart contract updates a value of the first player token within the blockchain processing network based upon the first value factor.
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.
TECHNIQUES FOR OFFERING SYNERGISTIC BUNDLES IN GAMES INVOLVING GAME-SETS OF PLAY-ITEMS
Techniques are described herein for automatically pre-constructing bundles of play-items based on the degree of synergy between the play-items. The degree of synergy between play-items is determined empirically, based on contents of player-constructed game-sets and outcomes of actual games using those game-sets. Automatically pre-constructing bundles involves generating pairwise synergy scores between every possible pair of play-items, and then (for bundles containing more than two items) using those pairwise synergy scores to determine bundle-wise synergy scores. Techniques are provided for identifying candidate bundle(s) of play-items to offer or award to a player. The candidate bundles are determined based on synergies between the play-items in each of the pre-constructed bundles and the play-items in the player's specific game-set.
SYSTEM AND METHOD FOR MATCHING USERS OF CLIENT APPLICATIONS
In an aspect, a request, from a first user of a plurality of users of an application client executing on respective mobile devices of the plurality of users, to interact with one or more other users of the plurality of users in the application client, based on a first plurality of interaction templates selected by the first user, can be received. A second user associated with a second interaction template can be determined from the plurality of users, and the determination can be based on an identification of a match between the second interaction template and a first interaction template from the first plurality of interaction templates. Interaction in the application client, between the first user and the second user, can be initiated in response to the determination of the second user. Related systems, apparatus, techniques, and articles are also described.