A63F2300/5526

Sorting computer applications or computer files and indicating a sort attribute in a user interface

Techniques are described for an intuitive and efficient GUI. In an example, a UI elements are presented on a GUI. Each one of the UI elements can corresponds to a set of computer applications or a set of computer files having attributes and each one of the UI elements can be selected to launch, as applicable, a computer application, a computer file, or a page about the computer application or computer file. A request to sort the UI elements can be received and can indicate at least one of the attributes as a sort factor. The UI elements are sorted accordingly and presented in an updated arrangement on the GUI. An attribute used in the sorting is presented within or in proximity to the UI elements, whereas another attribute not used in the sorting is not presented in the updated arrangement.

GAME PROGRAM, METHOD, AND INFORMATION PROCESSING DEVICE
20230097406 · 2023-03-30 · ·

A game that receives information about sleep of users maintains enjoyment of the game without placing an excessive load on a server. The game includes receiving an operation input from a user; setting a first time at which a game is to progress and making a predetermined notification at the first time when the operation input is not received before the first time arrives; changing a state of the notification based on the operation input of the user and accessing a server to progress the game; and distributing second times at which the computers of users are to access the server to progress the game.

Data-driven state machine for user interactive displays
09821230 · 2017-11-21 · ·

Systems and methods may be used to provide and implement a state machine in a display software user interface environment, and used to handle events and actions associated with the state machine. In one example embodiment, a virtual display environment provided by an engine is interfaced with a state machine that is configured to interpret various state machine definitions corresponding to states occurring in the virtual display environment. The state machine definitions may be used to determine how a particular state of a virtual item in the display environment may be represented, interacted with, and transitioned into another state. Use of the state machine definitions may enable representation of complex scenarios for virtual objects and events in the display environment in a unified definition format, without requiring specialized programming or scripting commands to implement the scenarios.

Cross device operation of games

In certain embodiments, computer systems and methods are provided that allow a game distribution platform to distribute, update and/or control copies of games published across multiple game portals. In some embodiments, copies of the games are maintained in data storage on the game distribution platform and distributed to game portals and/or gaming devices. Additional content for purchase may also be stored on the data storage and available for purchase during a gaming session. Advantageously, in certain embodiments the game distribution platform enables game portals and/or gaming devices to receive the latest version of a game and/or a player's purchased content when a player selects to play the game.

Facilitating event implementation in an online game

A system and method for facilitating implementation of events in an online game are disclosed. Award information may be received from user. The received award information may define a type of in-game award to be distributed to players of the online game. The award information may include information indicate a corresponding award handler for determine and/or distributing the instances of the award to the players. Event information may be received from user. The received event information may specify details for implementing an event in the online game. The received event information may include event award information indicating one or more instances of an award of an award type defined by the received award information. The event information may be used to automatically implement the event in the online game, and the instances of the award may be distributed to the participating players in accordance with the event award information.

DYNAMIC 3D ENVIRONMENT GENERATION

In a computer-implemented method of generating a virtual 3D environment, a hierarchy of slots is provided. The slots are organized in tiers from one or more top tier slots to one or more bottom tier slots. Each slot defines a portion of a 3D environment and includes a plurality of layouts. Each layout of a non-bottom tier slot defines a position of at least one slot from a lower tier within the portion of the 3D environment. One or more of the top tier slots are positioned within the 3D environment. The 3D environment is generated by randomly selecting one of the plurality of layouts of the top tier slot and the lower tier slots, and populating each of the selected layouts with one or more objects. The 3D environment is rendered for display.

Region division with cell merging using spanning tree
11731038 · 2023-08-22 · ·

A location-based parallel reality game may use regions to determine how to disperse virtual elements, locate virtual experiences, and/or define game objectives. To determine the regions of the geographic area, a server divides the geographic region into cells. The server assigns real-world data to each of the cells and constructs a graph of nodes and edges based on the cells. Each node corresponds to a cell, and each edge connects nodes that correspond to adjacent cells. The server partitions the graph into contiguous segments based on the real-world data. The server defines regions of the geographic area based on the contiguous segments and stores the defined regions in a data store. The server may hierarchically partition the regions into higher order regions until each region meets a set of criteria.

REGION DIVISION WITH CELL MERGING USING SPANNING TREE
20220023753 · 2022-01-27 ·

A location-based parallel reality game may use regions to determine how to disperse virtual elements, locate virtual experiences, and/or define game objectives. To determine the regions of the geographic area, a server divides the geographic region into cells. The server assigns real-world data to each of the cells and constructs a graph of nodes and edges based on the cells. Each node corresponds to a cell, and each edge connects nodes that correspond to adjacent cells. The server partitions the graph into contiguous segments based on the real-world data. The server defines regions of the geographic area based on the contiguous segments and stores the defined regions in a data store. The server may hierarchically partition the regions into higher order regions until each region meets a set of criteria.

SORTING COMPUTER APPLICATIONS OR COMPUTER FILES AND INDICATING A SORT ATTRIBUTE IN A USER INTERFACE
20210346797 · 2021-11-11 ·

Techniques are described for an intuitive and efficient GUI. In an example, a UI elements are presented on a GUI. Each one of the UI elements can corresponds to a set of computer applications or a set of computer files having attributes and each one of the UI elements can be selected to launch, as applicable, a computer application, a computer file, or a page about the computer application or computer file. A request to sort the UI elements can be received and can indicate at least one of the attributes as a sort factor. The UI elements are sorted accordingly and presented in an updated arrangement on the GUI. An attribute used in the sorting is presented within or in proximity to the UI elements, whereas another attribute not used in the sorting is not presented in the updated arrangement.

Region division with cell merging using spanning tree
11167207 · 2021-11-09 · ·

A location-based parallel reality game may use regions to determine how to disperse virtual elements, locate virtual experiences, and/or define game objectives. To determine the regions of the geographic area, a server divides the geographic region into cells. The server assigns real-world data to each of the cells and constructs a graph of nodes and edges based on the cells. Each node corresponds to a cell, and each edge connects nodes that correspond to adjacent cells. The server partitions the graph into contiguous segments based on the real-world data. The server defines regions of the geographic area based on the contiguous segments and stores the defined regions in a data store. The server may hierarchically partition the regions into higher order regions until each region meets a set of criteria.