Patent classifications
A63F2300/40
PROVIDING VIRTUAL ITEMS BASED ON LOCATION-BASED ACTIONS
A method of providing virtual items based on location-based action is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. A virtual item is provided based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game. The virtual item may be usable within the computer-implemented game.
Providing virtual items based on location-based actions
A method of providing virtual items based on location-based action is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. A virtual item is provided based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game. The virtual item may be usable within the computer-implemented game.
MIGRATING THE RUNTIME STATE OF A CONTAINER BETWEEN TWO NODES
Embodiments of the present disclosure relate to migrating the in-memory state of a containerized application to a destination node. A processing device may transmit an availability request to each of one or more nodes and identify a destination node to which a container is to be migrated based on a response from each of the one or more nodes indicating resources available to provision a replica of the container. The processing device may determine whether the destination node comprises a replica of each base layer of a set of base layers of the container and if not, transmit a replica of each base layer the destination node is missing to the destination node. A snapshot of the container may be acquired and the set of base layers may be removed from the snapshot to generate a replica of the in-memory layer, which may be transmitted to the destination node.
SYSTEMS AND METHODS FOR ADJUSTING PREVIOUSLY-MADE MODIFICATIONS OF GAME ASSETS BASED ON CHANGES IN THE OWNERSHIP OF TRADEABLE ITEMS
Systems and methods for modifying game assets based on tradeable items that are associated with user accounts of users of an online gaming platform are disclosed. Exemplary implementations may: store item information, asset information, user inventories, item-account connections, and item-asset connections, obtain first item identifier, of first tradeable item from a client computing platform of a second user; obtain, by the first item identifier, first modification information; obtain second user information; link the first tradeable item with the second user account, establishing a second item-account connection; store the second item-account connection; receive, from the client computing platform, indication of a selection of a second game asset to be modified based on the first modification information, establishing a second item-asset connection; record the second item-asset connection; perform second modification, based on the first modification information, of the second attribute information; and adjust a first modification of first attribute information of a first game asset.
Systems and methods for adjusting previously-made modifications of game assets based on changes in the ownership of tradeable items
Systems and methods for modifying game assets based on tradeable items that are associated with user accounts of users of an online gaming platform are disclosed. Exemplary implementations may: store item information, asset information, user inventories, item-account connections, and item-asset connections; obtain first item identifier, of first tradeable item from a client computing platform of a second user; obtain, by the first item identifier, first modification information; obtain second user information; link the first tradeable item with the second user account, establishing a second item-account connection; store the second item-account connection; receive, from the client computing platform, indication of a selection of a second game asset to be modified based on the first modification information, establishing a second item-asset connection; record the second item-asset connection; perform second modification, based on the first modification information, of the second attribute information; and adjust a first modification of first attribute information of a first game asset.
Migrating the runtime state of a container between two nodes
Embodiments of the present disclosure relate to migrating the in-memory state of a containerized application to a destination node. A processing device may transmit an availability request to each of one or more nodes and identify a destination node to which a container is to be migrated based on a response from each of the one or more nodes indicating resources available to provision a replica of the container. The processing device may determine whether the destination node comprises a replica of each base layer of a set of base layers of the container and if not, transmit a replica of each base layer the destination node is missing to the destination node. A snapshot of the container may be acquired and the set of base layers may be removed from the snapshot to generate a replica of the in-memory layer, which may be transmitted to the destination node.
Migrating the runtime state of a container between two nodes
Embodiments of the present disclosure relate to migrating the in-memory state of a containerized application to a destination node. A processing device may identify a destination node on which a container currently running on a source node is to be migrated. The processing device may determine whether the destination node includes a replica of each base layer the container is comprised of, and may transmit a replica of each base layer the destination node is missing to the destination node. The processing device may halt the stream of data from the application to the client device, and transfer a replica of an in-memory layer of the container to the destination node so that the destination node further includes a second in-memory layer that is a replica of the in-memory layer.
Server and method for playing location-based game
Provided is a game server for providing a location-based game, including: a location information receiving unit configured to receive location information of a first device from the first device; a game providing unit configured to provide a game based on the location information of the first device to the first device; and an identification information receiving unit configured to receive identification information of the first device from the first device. The location information of the first device is set based on location information of the connected second device, the first device is a device without a GPS (Global Positioning System) function and the second device is a device with the GPS function, the game providing unit allocates a first game environment to the identification information of the first device, and the identification information of the first device includes at least one of a UUID (Universal Unique Identifier), a GUID (Global Unique Identifier), and a Mac Address.
PROVIDING VIRTUAL ITEMS BASED ON LOCATION-BASED ACTIONS
A method of providing virtual items based on location-based action is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. A virtual item is provided based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game. The virtual item may be usable within the computer-implemented game.
Consultation bot platform
Methods and systems for a consultation bot platform are provided. In one aspect, a method includes receiving an input indicating a request for assistance for an issue occurring in a video game. The method also includes determining a category associated with the request for assistance. The method also includes determining whether a score associated with a second-user for the category satisfies a threshold score and adding the second-user to a set of second-users in response to the score satisfying the threshold score. The method also includes selecting a first second-user from the set of second-users. The method also includes initiating a communication channel between the first user and the first second-user. The method also includes transferring messages between the first user and the first second-user. The method also includes generating a quality score for the request for assistance based on messages transferred between the first user and the first second-user.