Patent classifications
A63F13/47
SYSTEMS AND METHODS FOR PROVIDING MULTI-PART PERSISTENT CONTENT
A method for providing multi-part persistent content includes requesting a content item from a content server, and receiving a first portion of a multi-part content item. The first portion of the multi-part content item is displayed to a user of the client device via a first application executed by the client device. The method also includes providing an authentication token and an identification of a state of execution of the multi-part content item to the content server, and subsequently requesting a second content item, the request comprising the authentication token. The method also includes receiving a second portion of the multi-part content item, the second portion of the multi-part content item displayed to the user of the client device via a different, second application executed by the client device. The second portion is selected by the content server based on the state of execution of the multi-part content item.
NON-TRANSITORY COMPUTER READABLE MEDIUM STORING PLAN PROCESSING PROGRAM AND TASK PROCESSING SYSTEM
A plan processing program for planning a task executed by a character based on a hierarchical task network causes a server to implement a plan generation function of generating a plan configured with a plurality of tasks from a domain based on goal information, in which in the plan generation function, a function of generating the plan in which a subsequent task to be employed is configured to change in accordance with a state or a condition is implemented.
NON-TRANSITORY COMPUTER READABLE MEDIUM STORING PLAN PROCESSING PROGRAM AND TASK PROCESSING SYSTEM
A plan processing program for planning a task executed by a character based on a hierarchical task network causes a server to implement a plan generation function of generating a plan configured with a plurality of tasks from a domain based on goal information, in which in the plan generation function, a function of generating the plan in which a subsequent task to be employed is configured to change in accordance with a state or a condition is implemented.
INFORMATION STORAGE MEDIUM, SERVER, AND GAME SYSTEM
A card image for a first special card or a card image for a second special card, for which a player input for placing the card in the field is acquired, is removed, and a card image for which a player input for selecting a card as a card to be removed is acquired is removed. Furthermore, as an effect of the first special card or second special card placed in the field, a special lottery for determining two cards from a plurality of kinds of cards corresponding to the class of a player at a local terminal is executed, and the two cards determined by the special lottery are added to the hand of the player at the local terminal.
GAME MOMENT IMPLEMENTATION SYSTEM AND METHOD OF USE THEREOF
A method for implementing a moment of a videogame for playing a portion of a videogame; it includes receiving user selection input of a moment of a particular videogame associated with starting at a particular progress point of the particular videogame; causing an emulation to start of the particular videogame for streaming on the computer of the user; performing image analysis of the image stream to generate metadata on progress of the particular game by the user; determining if one or more end conditions of the moment is met through analysis of the metadata; and causing the emulation to end, resulting in an end of the streaming of the particular game on the computer of the user, if the one or more end conditions is met.
Dynamic Spawn Assets Based on News Feeds in a Game
A dynamic asset spawning engine is provided in a data processing system for dynamically spawning assets in a video game based on one or more news feeds. The dynamic asset spawning engine semantically tags a library of video game assets with game tag descriptors. The dynamic asset spawning engine parses and processes the one or more news feeds to identify supplemental tag descriptors and spawning parameters for one or more video game assets in the library of video game assets. The dynamic spawning engine assigns the identified supplemental tag descriptors and spawning parameters to the one or more video game assets. The video game spawns the one or more game assets in the video game in accordance with the supplemental tag descriptors and spawning parameters.
Dynamic Spawn Assets Based on News Feeds in a Game
A dynamic asset spawning engine is provided in a data processing system for dynamically spawning assets in a video game based on one or more news feeds. The dynamic asset spawning engine semantically tags a library of video game assets with game tag descriptors. The dynamic asset spawning engine parses and processes the one or more news feeds to identify supplemental tag descriptors and spawning parameters for one or more video game assets in the library of video game assets. The dynamic spawning engine assigns the identified supplemental tag descriptors and spawning parameters to the one or more video game assets. The video game spawns the one or more game assets in the video game in accordance with the supplemental tag descriptors and spawning parameters.
GAME ANALYTICS USING NATURAL LANGUAGE PROCESSING
A processor executes program code that represents a portion of a video game and adds a sequence of text strings that represent game events to a text log during execution of the program code. The processor (or another processor that has access to the text log) performs a natural language processing (NLP) analysis of the text log to determine one or more characteristics of the portion of the video game. In some cases, the NLP analysis includes a sentiment analysis that attempts to determine characteristics of a player's experience while playing the video game, summarization technology that creates a human-readable summary of an aspect of the game or a portion of the video game, a semantic NLP ML algorithm in the semantic similarity modality to answer questions regarding the player's experience during the video game, or grouping players in a multiplayer game based on in-game behavior.
Curating Virtual Tours
Systems and methods for creating a customizable curated tour of three-dimensional virtual environments. Curation inputs may include selecting a virtual environment and selecting an ordered set of various locations within the virtual environment. A curated tour may be launched such that designated avatars may be placed to a first selected location of the ordered set and receive a subset of information about the first selected location. The subset of information may include user-generated content regarding the first selected location. The selected three-dimensional virtual environment may correspond to an in-game environment of an interactive content title, and specifically about one or more in-game activities in which one or more other users participated in at the first selected location.
Method and apparatus for enabling multiple timeline support for omnidirectional content playback
A method, apparatus and computer program product enable multiple timeline support in playback of omnidirectional media content with overlay. The method, apparatus and computer program product receive a visual overlay configured to be rendered as a multi-layer visual content with an omnidirectional media content file (30). The omnidirectional media content file is associated with a first presentation timeline. The visual overlay is associated with a second presentation timeline. The method, apparatus and computer program product construct an overlay behavior definition file associated with the visual overlay (32). The overlay behavior definition file indicates a behavior of the second presentation timeline with respect to the first presentation in an instance that a pre-defined user interaction switch occurs during a playback of the omnidirectional media content file.