A63F13/822

INTERACTION BASED SKILL MEASUREMENT FOR PLAYERS OF A VIDEO GAME
20230050195 · 2023-02-16 ·

Skill measurement systems and methods include interaction pairs and an interaction uncertainty. The interaction pairs are pairwise matches corresponding to instances of interactions between players. The interaction uncertainty variable corresponds to the instance of interaction and is based in part on the uncertainties of a player, player team, and/or gameplay aspects. The interaction pairs and interaction uncertainty are used to more accurately determine a skill rating of a player based in part on interaction data among gameplay data from a gameplay session of a video game.

INTERACTION BASED SKILL MEASUREMENT FOR PLAYERS OF A VIDEO GAME
20230050195 · 2023-02-16 ·

Skill measurement systems and methods include interaction pairs and an interaction uncertainty. The interaction pairs are pairwise matches corresponding to instances of interactions between players. The interaction uncertainty variable corresponds to the instance of interaction and is based in part on the uncertainties of a player, player team, and/or gameplay aspects. The interaction pairs and interaction uncertainty are used to more accurately determine a skill rating of a player based in part on interaction data among gameplay data from a gameplay session of a video game.

GAME SYSTEM, GAME METHOD, GAME PROGRAM, AND GAME SERVER FOR A PUZZLE GAME
20230053101 · 2023-02-16 · ·

A puzzle game that enhances a degree of freedom of movement of a puzzle element includes selecting a first puzzle element; moving the first puzzle element; generating a coupled puzzle element when a puzzle element with a same appearance comes into contact with the first puzzle element; causing, when a second puzzle element of a different type comes into contact with the first puzzle element or the coupled puzzle element, the second puzzle element to execute a predetermined operation; and when at least a condition in that an operation of a player with respect to the first puzzle element is no longer performed or a condition in that a predetermined time has elapsed from a time point at which the selection of the first puzzle element is satisfied, erasing the first puzzle element or the coupled puzzle element from the game area.

GAME SYSTEM, GAME METHOD, GAME PROGRAM, AND GAME SERVER FOR A PUZZLE GAME
20230053101 · 2023-02-16 · ·

A puzzle game that enhances a degree of freedom of movement of a puzzle element includes selecting a first puzzle element; moving the first puzzle element; generating a coupled puzzle element when a puzzle element with a same appearance comes into contact with the first puzzle element; causing, when a second puzzle element of a different type comes into contact with the first puzzle element or the coupled puzzle element, the second puzzle element to execute a predetermined operation; and when at least a condition in that an operation of a player with respect to the first puzzle element is no longer performed or a condition in that a predetermined time has elapsed from a time point at which the selection of the first puzzle element is satisfied, erasing the first puzzle element or the coupled puzzle element from the game area.

EQUILIBRIUM CALCULATION APPARATUS, EQUILIBRIUM CALCULATION METHOD AND PROGRAM

An equilibrium state calculation apparatus according to an embodiment is an equilibrium state calculation apparatus for calculating an equilibrium state of a congestion game. The equilibrium state calculation apparatus includes an input unit input with graph information representing a set of strategies represented by a combination of items, in a zero-suppressed binary decision diagram, the strategies used by a player of the congestion game, and a calculation unit that calculates, by using the graph information input through the input unit, equilibrium state information including a proportion of players selecting the strategies in the equilibrium state by a variant of the Frank-Wolfe algorithm.

EQUILIBRIUM CALCULATION APPARATUS, EQUILIBRIUM CALCULATION METHOD AND PROGRAM

An equilibrium state calculation apparatus according to an embodiment is an equilibrium state calculation apparatus for calculating an equilibrium state of a congestion game. The equilibrium state calculation apparatus includes an input unit input with graph information representing a set of strategies represented by a combination of items, in a zero-suppressed binary decision diagram, the strategies used by a player of the congestion game, and a calculation unit that calculates, by using the graph information input through the input unit, equilibrium state information including a proportion of players selecting the strategies in the equilibrium state by a variant of the Frank-Wolfe algorithm.

METHOD AND APPARATUS FOR RENDERING WEATHER IN VIRTUAL ENVIRONMENT, DEVICE, MEDIUM AND PROGRAM

This application discloses a method and apparatus for rendering weather in a virtual environment, a device, a medium and a program, belonging to the art of image processing. The method includes the following steps: acquiring at least one weather map of a weather scene in a virtual environment (201); removing a first weather map from the at least one weather map to obtain a remaining second weather map (202); and rendering the weather scene in the virtual environment according to the second weather map (203). This method reduces the frequency of map sampling by reducing the number of weather maps, and improves the performance of a terminal when running an application program supporting the virtual environment.

METHOD AND APPARATUS FOR USING VIRTUAL ITEM, DEVICE, AND STORAGE MEDIUM
20230044770 · 2023-02-09 ·

This application provides a method and apparatus for using a virtual item, a device, and a storage medium, and belongs to the field of application programs that support a virtual chessboard. The method includes displaying a virtual chessboard and a virtual item bar in a user interface, a virtual chess piece located on the virtual chessboard and being a virtual character having permission to use a first virtual item, and the first virtual item being displayed in the virtual item bar; moving the first virtual item on the user interface following a drag operation, the drag operation being on the first virtual item; and assembling the first virtual item to the virtual chess piece and performing a first vibration reminder in response to the drag operation being stopped in a display range corresponding to the virtual chess piece.

METHOD AND APPARATUS FOR USING VIRTUAL ITEM, DEVICE, AND STORAGE MEDIUM
20230044770 · 2023-02-09 ·

This application provides a method and apparatus for using a virtual item, a device, and a storage medium, and belongs to the field of application programs that support a virtual chessboard. The method includes displaying a virtual chessboard and a virtual item bar in a user interface, a virtual chess piece located on the virtual chessboard and being a virtual character having permission to use a first virtual item, and the first virtual item being displayed in the virtual item bar; moving the first virtual item on the user interface following a drag operation, the drag operation being on the first virtual item; and assembling the first virtual item to the virtual chess piece and performing a first vibration reminder in response to the drag operation being stopped in a display range corresponding to the virtual chess piece.

SKILL CASTING METHOD AND APPARATUS OF VIRTUAL OBJECT, DEVICE, AND STORAGE MEDIUM
20230043121 · 2023-02-09 ·

The present disclosure provides a skill casting method and apparatus of a virtual object, a device, and a storage medium. The method includes displaying a first virtual object in a virtual environment, the virtual environment further comprising a second virtual object, the first virtual object facing a first direction, and the second virtual object being located at a second direction of the first virtual object; displaying a casting preparation process of the first virtual object casting a target skill when the target skill is triggered on the first virtual object; and controlling the first virtual object to cast the target skill toward the second direction when the casting preparation process ends.