A63F13/55

Systems and method for managing permission for interacting with virtual objects based on virtual proximity

In some embodiments, techniques for managing interaction permissions for an object in a shared virtual environment are provided. The techniques may determine whether to present an object in a limited-interaction mode or in an interactive mode based on a permission condition. The permission condition may include a proximity condition that specifies a proximity threshold between two objects within the shared virtual environment that should be met in order to provide the object in the interactive mode. The proximity threshold may specify a distance between an avatar of an owning user of the object and the object; a distance between an avatar of an owning user of the object and an avatar of a user being presented the object, or other distances.

Systems and method for managing permission for interacting with virtual objects based on virtual proximity

In some embodiments, techniques for managing interaction permissions for an object in a shared virtual environment are provided. The techniques may determine whether to present an object in a limited-interaction mode or in an interactive mode based on a permission condition. The permission condition may include a proximity condition that specifies a proximity threshold between two objects within the shared virtual environment that should be met in order to provide the object in the interactive mode. The proximity threshold may specify a distance between an avatar of an owning user of the object and the object; a distance between an avatar of an owning user of the object and an avatar of a user being presented the object, or other distances.

METHOD FOR OPERATING COMPONENT, ELECTRONIC DEVICE, STORAGE MEDIUM AND PROGRAM PRODUCT

The present application discloses a method for operating a component, an electronic device, a storage medium and a program product, relating to the field of artificial intelligence technology, such as, the computer vision technology, the image processing technology and the augmented reality technology, the method includes: in response to a drawing operation on an operable component in a three-dimensional virtual space, displaying a drawn two-dimensional pattern on the operable component; in response to a model generating operation on the operable component, processing the two-dimensional pattern to generate a three-dimensional model; and displaying the three-dimensional model in the three-dimensional virtual space. In the solution provided by the present disclosure, an operable component which may be applied in a virtual space is provided, and a user may draw a pattern in the operable component, thus enabling a system to generate a three-dimensional model corresponding to the pattern.

METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME

A computer device provides a computer implemented game. Different levels of the computer implemented game are displayed. A game starting at one of the levels and being with a plurality of other players is provided. The game challenge require the completion of a plurality of consecutive levels of the levels. If the player or another other player fails to complete a level, the player or other player is removed from the game challenge. As the player progresses through the levels information about a remaining number of the plurality of players in the game challenge is displayed.

METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME

A computer device provides a computer implemented game. Different levels of the computer implemented game are displayed. A game starting at one of the levels and being with a plurality of other players is provided. The game challenge require the completion of a plurality of consecutive levels of the levels. If the player or another other player fails to complete a level, the player or other player is removed from the game challenge. As the player progresses through the levels information about a remaining number of the plurality of players in the game challenge is displayed.

CONTROLLING A USER INTERFACE
20220379195 · 2022-12-01 ·

A computer device has a user interface which presents a gameboard to a user and detects user input when a user engages with a user selectable game element of the game board. A processor receives a detected user input and detects a qualifying match game condition. The matched elements are removed and new user selectable game elements are provided to replenish the gameboard. The present disclosure provides an activation mode to selectively activate a segment of the gameboard, the segment comprising a subset of gameboard tiles. On detection of a qualifying match game condition, if any of the tiles supporting the user selectable game elements of the match belong to the activated segment, a booster game element is generated.

CONTROLLING A USER INTERFACE
20220379195 · 2022-12-01 ·

A computer device has a user interface which presents a gameboard to a user and detects user input when a user engages with a user selectable game element of the game board. A processor receives a detected user input and detects a qualifying match game condition. The matched elements are removed and new user selectable game elements are provided to replenish the gameboard. The present disclosure provides an activation mode to selectively activate a segment of the gameboard, the segment comprising a subset of gameboard tiles. On detection of a qualifying match game condition, if any of the tiles supporting the user selectable game elements of the match belong to the activated segment, a booster game element is generated.

Non-Player Character Artificial Intelligence
20220379217 · 2022-12-01 · ·

This invention relates generally to a software-enabled, computer-implemented neural processing system for a non-player character (NPC) in a computer-enabled virtual environment. The system includes a plurality of virtual sensors configured to detect one or more virtual stimuli presented by the virtual environment to the NPC and present corresponding stimuli detection signals in response to the one or more virtual stimuli. The neural processing system may also include a virtual neo cortex, which may include a plurality of processing modules that are each configured to process stimuli detection signals output from the plurality of virtual sensors. The neural processing system also may include a virtual thalamus module configured to receive the stimuli detection signals and transmit the stimuli detection signals to the appropriate processing modules of the virtual neo cortex.

Non-Player Character Artificial Intelligence
20220379217 · 2022-12-01 · ·

This invention relates generally to a software-enabled, computer-implemented neural processing system for a non-player character (NPC) in a computer-enabled virtual environment. The system includes a plurality of virtual sensors configured to detect one or more virtual stimuli presented by the virtual environment to the NPC and present corresponding stimuli detection signals in response to the one or more virtual stimuli. The neural processing system may also include a virtual neo cortex, which may include a plurality of processing modules that are each configured to process stimuli detection signals output from the plurality of virtual sensors. The neural processing system also may include a virtual thalamus module configured to receive the stimuli detection signals and transmit the stimuli detection signals to the appropriate processing modules of the virtual neo cortex.

Systems and methods for multi-currency utilities in an online game supporting different player types
11511201 · 2022-11-29 · ·

Systems and methods to facilitate usage of multiple currencies having different utilities for different types of players within an online gaming platform are disclosed. Exemplary implementations may execute instances of a game; control player accounts associated with the players; facilitate usage of a first currency that is exchangeable for a first set of utilities by players of a first player type, including a first player; facilitate usage of a second currency that is usable to upgrade players from the first player type to a second player type, wherein upgrading unlocks additional utilities; receive an upgrade instruction from the first player; perform an in-game action falling within the additional utilities on behalf of the first player, wherein the in-game action is performed by virtue of the first player having been upgraded to the second player type; and/or other steps.