A63F13/30

Predictive execution of distributed game engines

Systems described herein may automatically and dynamically adjust the amount and type of computing resources usable to execute, process, or perform various tasks associated with a video game. Using one or more machine learning algorithms, a prediction model can be generated that uses the historical and/or current user interaction data obtained by monitoring the users playing the video game. Based on the historical and/or current user interaction data, future user interactions likely to be performed in the future can be predicted. Using the predictions of the users' future interactions, the amount and type of computing resources maintained in the systems can be adjusted such that a proper balance between reducing the consumption of computing resources and reducing the latency experienced by the users of the video game is achieved and maintained.

Experimentation and optimization service

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device.

Experimentation and optimization service

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device.

Pre-loading translated code in cloud based emulated applications

Pre-translated code for an emulated application may be retrieved and executed to translate data from the emulated application into a form compatible with the client device before receiving a request for the emulated application from the client device. The translated data may be delivered to the client device platform over a network after receiving the request for the emulated application from the client device.

Pre-loading translated code in cloud based emulated applications

Pre-translated code for an emulated application may be retrieved and executed to translate data from the emulated application into a form compatible with the client device before receiving a request for the emulated application from the client device. The translated data may be delivered to the client device platform over a network after receiving the request for the emulated application from the client device.

INFORMATION PROCESSING DEVICE AND IMAGE SHARING METHOD

A transmission processing section 166a transmits an image to a distribution server. A state information acquisition section 164a acquires, from a management server, information indicating the states of a plurality of members. A room image generation section 124a generates, on the basis of the information indicating the state of the plurality of members, a member display field in which information regarding a member transmitting an image and information regarding a member transmitting no image are included in different regions. A room image generation section 124a displays information indicating a member who is watching an image transmitted from the transmission processing section 166a to the distribution server.

INFORMATION PROCESSING DEVICE AND IMAGE SHARING METHOD

A transmission processing section 166a transmits an image to a distribution server. A state information acquisition section 164a acquires, from a management server, information indicating the states of a plurality of members. A room image generation section 124a generates, on the basis of the information indicating the state of the plurality of members, a member display field in which information regarding a member transmitting an image and information regarding a member transmitting no image are included in different regions. A room image generation section 124a displays information indicating a member who is watching an image transmitted from the transmission processing section 166a to the distribution server.

Computer simulation method with user-defined transportation and layout
11656736 · 2023-05-23 · ·

A multi-user process receives input from multiple remote clients to manipulate avatars through a virtual environment modeled in a host memory. The environment includes portal objects operable to transport avatars, which are modeled objects operated in response to client input, between defined areas of the virtual environment. The portals are customizable in response to client input to transport avatars to destinations preferred by users. Adjacent defined areas are not confined in extent by shared boundaries. The host provides model data for display of the modeled environment to participating clients.

Social network data analysis to generate incentives for online gaming

Systems and methods for processing recommendations of online games to friends of social network are described. A method for processing recommendations includes identifying a gaming session of a user on an online game provider network, accessing a use profile of the user for the online games of the online game provider network, and accessing a social graph of the user to identify friends of the user and respective friend profiles from the social network. The method further includes producing a recommendation of an online game. The recommendation includes an identification of a target friend of the user and is being provided by examination of the use profile of the user and friend profiles in the social graph. The method includes providing the recommendation to the user. The recommendation also includes an offer incentive to the user to share the recommendation with the target friend.

System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
11654364 · 2023-05-23 · ·

One aspect of the disclosure relates to providing dynamic and static contest prize allocation based on in-game achievement of a user in an online game in order to encourage players to continue to purchase items to improve their tournament metrics even if they may be unable to improve their tournament rank. For example, calculation of a dynamic prize may comprise for rank x, the player may gain 1 prize unit for every y Glory gained (when Glory may be the measured by the tournament). The y value may increase for lower ranks achieved in the tournament.