Patent classifications
A63F13/70
Dynamic item obtain rate based on player progression, action, and other in-game behavior
One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.
Dynamic item obtain rate based on player progression, action, and other in-game behavior
One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.
Optimized test case selection for quality assurance testing of video games
A test case selection system and method uses a test selection model to select test cases from a library of test cases to be used for quality assurance (QA) testing of a software application to maximize the chances of finding bugs from executing the selected test cases. The test case selection model may be a machine learning based regression model trained using outcomes of previous QA testing. In some case, the test case selection system may provide periodic and/or continuous refinement of the test case selection model from one QA testing run to the next. The model refinements may include updating weights associated with the test case selection model in the form of a regression model. Additionally, the test case selection system may provide performance analytics between a test case selection model-based selection of test cases and random selection of test cases.
INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, PROGRAM, AND INFORMATION PROCESSING SYSTEM
There is provided an information processing apparatus, an information processing method, a program, and an information processing system that are capable of making a game server that executes an application appropriate. The information processing apparatus includes a decision unit. The decision unit determines, on a basis of capability information of an instance that executes an application of a data center and network information relating to communication between a user terminal and the data center, which are acquired from each of a plurality of the data centers capable of communicating with the user terminal via a network, and required specification information necessary for executing the application, a data center having an instance that executes the application used by the user terminal from the plurality of data centers.
VIDEO GAME TESTING AND AUTOMATION FRAMEWORK
An automated video game testing framework and method includes communicatively coupling an application programming interface (API) to an agent in a video game, where the video game includes a plurality of in-game objects that are native to the video game. The agent is managed as an in-game object of the video game. A test script is executed to control the agent, via the API, to induce gameplay and interrogate one or more target objects selected from the plurality of in-game objects native to the video game. Video game data indicating a behavior of the one or more target objects during the gameplay is received. Based on the received video game data, performance of the video game is evaluated.
Computer-readable recording medium and game system
A non-transitory computer-readable recording medium having a game program is provided. The game program is to be executed by a server device in a game system. The game system includes user terminals operated by respective users. The server device is capable of being connected to the user terminals through communication. The program causes the server device to set one or more kinds of game media to be in a state of being capable of being given to users. A predetermined upper limit is set to a number of game media capable of being given to the users. The program further causes the server device to give a user a game medium that the user desires to be given among the game media which are set by the server device in a range not exceeding the predetermined upper limit.
Computer-readable recording medium and game system
A non-transitory computer-readable recording medium having a game program is provided. The game program is to be executed by a server device in a game system. The game system includes user terminals operated by respective users. The server device is capable of being connected to the user terminals through communication. The program causes the server device to set one or more kinds of game media to be in a state of being capable of being given to users. A predetermined upper limit is set to a number of game media capable of being given to the users. The program further causes the server device to give a user a game medium that the user desires to be given among the game media which are set by the server device in a range not exceeding the predetermined upper limit.
ANTI-FRAUD CLOUD GAMING BLOCKCHAIN
A method includes: processing a request to execute a transaction of a virtual asset of a video game; responsive to the request, accessing a blockchain to perform an anti-fraud verification, including analyzing data of a prior transaction involving the virtual asset; responsive to the anti-fraud verification providing a result that does not indicate fraudulent activity, then generating transaction data based on an identifier for the first user account, an identifier for the second user account, an identifier for the virtual asset, and state data of the virtual asset, and submitting the transaction data to a node network, to write the transaction data to a block of the blockchain; receiving confirmation of the writing of the transaction data; responsive to receiving the confirmation, then updating a registry of virtual assets to transfer ownership of the virtual asset from the first user account to the second user account.
GLITCH DETECTION SYSTEM
The present disclosure provides a system for automating graphical testing during video game development. The system can use Deep Convolutional Neural Networks (DCNNs) to create a model to detect graphical glitches in video games. The system can use an image, a video game frame, as input to be classified into one of defined number of classifications. The classifications can include a normal image and one of a plurality of different kinds of glitches. In some embodiments, the glitches can include corrupted textures, including low resolution textures and stretched textures, missing textures, and placeholder textures. The system can apply a confidence measure to the analysis to help reduce the number of false positives.
COMPUTER SYSTEM AND METHOD FOR MORE EFFICIENTLY STORING, ISSUING, AND TRANSACTING TOKENIZED BLOCKCHAIN GAME ASSETS MANAGED BY A SMART CONTRACT
A computer system and method is disclosed including a vault application to facilitate the transacting of game assets represented by tokens managed by a smart contract via a hybrid approach that permits certain transactions of game assets to be conducted using an in-game centralized database approach (which does not necessarily include a decentralized network) and other transactions to be managed on a decentralized network, via a blockchain or other distributed ledger technology (DLT) network.