Patent classifications
A63F2300/638
Parental Controls of Gameplay Sessions
Systems and methods for monitoring gameplay for stopping points and applying a setting preference at a next predicted timing point. The monitored gameplay may be based on object data received from an object server. The supervising control server may predict one or more starting and/or stopping timing points in stopping periods within a gameplay session. The predicting of the one or more starting and/or stopping timing points may be based on a comparison of the gameplay data to historical gameplay data. Then, a setting preference set by a supervisory account may be applied to a next predicted timing point.
GAME SYSTEM, GAME METHOD, GAME PROGRAM, AND GAME SERVER FOR A PUZZLE GAME
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.
Information processing system for a multiple mode team game, non-transitory computer-readable storage medium having stored therein information processing program, information processing apparatus, and information processing method for the same
During a predetermined period, a team competition event is held. If a game regarding the team competition event is performed using a character belonging to a user team to which a user belongs, the user can acquire team medals, and the team medals are added to the user team. If, on the other hand, the game is performed using a character belonging to a team other than the user team to which the user belongs, the team medals are not added to the user team. After the lapse of the predetermined period, in accordance with team medals of each team, the result of the team competition event is displayed.
Dynamic client buffering and usage of received video frames for cloud gaming
A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency defining a plurality of frame periods. The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending a plurality of compressed video frames based on the plurality of video frames from the server to the client over a network using the server VSYNC signal. The method including decoding and displaying, at the client, the plurality of compressed video frames. The method including analyzing the timing of one or more client operations to set the amount of frame buffering used by the client, as the client receives the plurality of compressed video frames.
Method and apparatus for controlling virtual race car, storage medium, and device
This application discloses a method for controlling a virtual race car based on artificial intelligence (AI). The method includes: controlling, using a client, a first virtual race car to move on a virtual map of a round of racing game, the first virtual race car being a pursuing race car and the first account being an account participating in the round of racing game; displaying, on the client, that an endurance value of a second virtual race car is reduced when the first virtual race car hits the second virtual race car on the virtual map, the second virtual race car being a fleeing race car; and displaying, on the client, that the second virtual race car has been removed from the round of racing game when the endurance value of the second virtual race car is no greater than a preset threshold.
METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME
A computer device provides a computer implemented game. Different levels of the computer implemented game are displayed. A game starting at one of the levels and being with a plurality of other players is provided. The game challenge require the completion of a plurality of consecutive levels of the levels. If the player or another other player fails to complete a level, the player or other player is removed from the game challenge. As the player progresses through the levels information about a remaining number of the plurality of players in the game challenge is displayed.
Consensus protocol for blockchain structure
A non-monetary incentive model defines a Distributed Consensus Protocol (DCP) for a blockchain based on a proof-of-play mining approach. The non-monetary incentive model employs a gamification approach where mining efforts are recorded responsive to achievement in a gaming environment, rather than the proof-of-work or proof-of-stake approaches commonly used for blockchain valuation. The incentive model draws on a participant volition in attaining or improving a gaming achievement. The approach records gaming moves or actions undertaken by a participant playing the game, based on a seed used to instantiate the game. Upon attaining a predetermined minimum score, and at a predefined difficulty, the gaming effort is deemed to warrant a new block in the blockchain.
CONTROLLING A USER INTERFACE
A computer device has a user interface which presents a gameboard to a user and detects user input when a user engages with a user selectable game element of the game board. A processor receives a detected user input and detects a qualifying match game condition. The matched elements are removed and new user selectable game elements are provided to replenish the gameboard. The present disclosure provides an activation mode to selectively activate a segment of the gameboard, the segment comprising a subset of gameboard tiles. On detection of a qualifying match game condition, if any of the tiles supporting the user selectable game elements of the match belong to the activated segment, a booster game element is generated.
ELECTRONIC DEVICE AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING ELECTRONIC DEVICE CONTROL PROGRAM STORED THEREIN
A timer period is set on the basis of a user input, and counting processing of counting a time is executed during the timer period. During the timer period, game processing including control of a virtual object is executed. A count image indicating a state of the counting and a game image by the game processing are outputted to a display unit. Here, during the game processing, the control of the virtual object is switched between manual control based on a user input and automatic control that is not based on the user input.
SYNCHRONIZATION OF A VSYNC SIGNAL OF A FIRST DEVICE TO A VSYNC SIGNAL OF A SECOND DEVICE
A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency. The server VSYNC signal corresponding to generation of video frames during frame periods for the server VSYNC frequency. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending compressed video frames from the server to the client over a network using the server VSYNC signal, wherein the compressed video frames are based on the generated video frames. The method including decoding and displaying, at the client, the compressed video frames. The method including analyzing the timing of one or more client operations to adjust the relative timing between the server VSYNC signal and the client VSYNC signal, as the client receives the compressed video frames.