A63F13/55

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.

USING SEMANTIC NATURAL LANGUAGE PROCESSING MACHINE LEARNING ALGORITHMS FOR A VIDEO GAME APPLICATION
20220370908 · 2022-11-24 ·

Game decisions are coordinated using a semantic natural language processing (NLP) machine learning (ML) algorithm, which is stored in a memory in some cases. In response to a game event, a processor records a text string that represents the game event in a text log that includes a sequence of text strings that represent game events that have transpired during a portion of the game. The processor also generates, using the semantic NLP ML algorithm, scores for labeled actions or content based on the text log and a curve that represents a target player experience as a function of progress through the game. The processor further serves one or more of the labeled actions or content that is selected based on the scores. The labeled actions or content are served to a display associated with the processor.

USING SEMANTIC NATURAL LANGUAGE PROCESSING MACHINE LEARNING ALGORITHMS FOR A VIDEO GAME APPLICATION
20220370908 · 2022-11-24 ·

Game decisions are coordinated using a semantic natural language processing (NLP) machine learning (ML) algorithm, which is stored in a memory in some cases. In response to a game event, a processor records a text string that represents the game event in a text log that includes a sequence of text strings that represent game events that have transpired during a portion of the game. The processor also generates, using the semantic NLP ML algorithm, scores for labeled actions or content based on the text log and a curve that represents a target player experience as a function of progress through the game. The processor further serves one or more of the labeled actions or content that is selected based on the scores. The labeled actions or content are served to a display associated with the processor.

INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND PROGRAM

Natural appearance of transition from a predetermined object of two-dimensional content displayed on a two-dimensional display to a three-dimensional display model of an AR display device or vice versa is achieved. Control is performed such that, the transition is performed after switching the two-dimensional content from the motion parallax non-application display to the motion parallax application display. For example, control is performed such that the motion parallax application display is displayed on the two-dimensional display in a case where there is one AR display device, and the motion parallax application display is displayed on the AR display device in a case where there is a plurality of AR display devices.

ALLOCATION METHOD AND APPARATUS FOR VIRTUAL REWARD RESOURCES, ELECTRONIC DEVICE, COMPUTER-READABLE STORAGE MEDIUM, AND COMPUTER PROGRAM PRODUCT

A method for allocating virtual reward resources performed by an electronic device are provided. The method includes: obtaining behavior information of each virtual character in a target camp during a teamfight of a game, the target camp including at least one virtual character, the behavior information being a behavior applied by each virtual character in the target camp to a virtual object, and the virtual object being a virtual character in at least one of the target camp or an enemy camp; determining, according to the behavior information, contribution information achieved by each virtual character in the target camp during the teamfight; determining, according to the contribution information, a target virtual character and a target virtual reward resource corresponding to the target virtual character from at least one virtual character included in the target camp; and updating attribute information of the target virtual character according to the target virtual reward resource.

ALLOCATION METHOD AND APPARATUS FOR VIRTUAL REWARD RESOURCES, ELECTRONIC DEVICE, COMPUTER-READABLE STORAGE MEDIUM, AND COMPUTER PROGRAM PRODUCT

A method for allocating virtual reward resources performed by an electronic device are provided. The method includes: obtaining behavior information of each virtual character in a target camp during a teamfight of a game, the target camp including at least one virtual character, the behavior information being a behavior applied by each virtual character in the target camp to a virtual object, and the virtual object being a virtual character in at least one of the target camp or an enemy camp; determining, according to the behavior information, contribution information achieved by each virtual character in the target camp during the teamfight; determining, according to the contribution information, a target virtual character and a target virtual reward resource corresponding to the target virtual character from at least one virtual character included in the target camp; and updating attribute information of the target virtual character according to the target virtual reward resource.

Skeletal tracking using previous frames

Aspects of the present disclosure involve a system comprising a computer-readable storage medium storing a program and a method for detecting a pose of a user. The program and method include operations comprising receiving a monocular image that includes a depiction of a body of a user; detecting a plurality of skeletal joints of the body based on the monocular image; accessing a video feed comprising a plurality of monocular images received prior to the monocular image; filtering, using the video feed, the plurality of skeletal joints of the body detected based on the monocular image; and determining a pose represented by the body depicted in the monocular image based on the filtered plurality of skeletal joints of the body.

Massively-multiplayer-online-game avatar customization for non-game media

The present invention describes methods to customize massively-multiplayer-online-game (MMOG) Avatars beyond what can be displayed during general game-play. General game play refers to when a user is in a game with control of their Avatar. One knowledgeable in the art would understand that MMOGs are limited by their game engines to the complexity of Avatars that may be displayed to a user during general game-play, while maintaining acceptable frame rates. Furthermore one knowledgeable in the art would understand that Avatar complexity may further be limited due to the target machine the MMOG is designed to run on. The current invention describes methods to produce a custom Avatar image for non-game use, wherein the custom Avatar has higher resolution and greater choices than are available in-game.

Systems and methods for providing in-game consequences for unique digital articles based on real-world information
11504631 · 2022-11-22 · ·

Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.

Systems and methods for providing in-game consequences for unique digital articles based on real-world information
11504631 · 2022-11-22 · ·

Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.