Patent classifications
A63F2300/807
EVENT-BASED CURRENCY
An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.
VIRTUAL OBJECT CONTROL METHOD AND APPARATUS, TERMINAL, AND STORAGE MEDIUM
A virtual object control method includes: displaying a virtual environment screen and a target function control, the target function control being configured to control the first virtual object to perform a target operation which triggers change of a target attribute value of a second virtual object; determining, in response to a trigger operation on the target function control, one or more second virtual objects with target attribute values satisfying a preset condition as one or more candidate virtual objects, and displaying one or more candidate object identifiers of the one or more candidate virtual objects; and determining, in response to a selection operation on one of the one or more candidate object identifiers, that a selected candidate object identifier is a target object identifier, and controlling the first virtual object to perform the target operation on a target virtual object corresponding to the target object identifier.
Virtual object display method and apparatus, electronic device, and storage medium
The present disclosure discloses a display method and apparatus for a virtual object, an electronic device, and a storage medium, and is related to the field of computer technologies. The method includes: obtaining a plurality of animation frames corresponding to each of a plurality of virtual objects and a weight of each animation frame; blending a plurality of animation frames corresponding to the plurality of virtual objects in parallel through an image processor according to the weight of each animation frame, to obtain target position and pose data of each bone in bone models of the plurality of virtual objects; and displaying the plurality of virtual objects in a graphical user interface according to the target position and pose data of each bone in the bone models of the plurality of virtual objects.
Event-based currency
An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.
METHOD OF CREATING RANKING, A SYSTEM FOR CREATING RANKING AND A RANKING
A method of creating ranking, especially a ranking of players or teams in esport gameplay, on the basis of historical data, with the use of neural networks, including: neural network learning on the basis of historical data, and particularly data on the parameters of esport gameplays and the results of these gameplays; creating ranking of players or teams through a neural network on the basis of current data, and particularly data on the parameters of esport gameplays and the results of these gameplays; and possible forecasting by a neural network the result of the future game between given players or teams. The embodiments also include the system for implementation of this method and a ranking created by the use of this method.
SYSTEM AND METHOD FOR CONTROLLING TECHNICAL PROCESSES
In a method and a system for improving a user's experience with a graphical user interface corresponding to a gaming or simulation environment on an electronic device, the interface renders multiple graphical objects and user selectable options corresponding to the graphical object. The user selects one or more selectable option, and performs a touching or a swiping operation through multiple points on the display screen. The touching or swiping operation leads to deploying of multiple resources corresponding to the selected option, at different locations on the interface. For controlling the different deployed resources, the user can swipe through different regions of the display screen. The number of resources deployed at the different locations on the screen depends on certain parameters, including the pressure applied by the user on the screen. Results of the simulation can be employed to control real technical systems, for example for food production.
SYSTEMS AND METHODS FOR GENERATING VIRTUAL ENCOUNTERS IN VIRTUAL GAMES
Method and system for generating virtual encounters. For example, the method includes determining first real-world driving characteristics based upon first real-world telematics data of a first real-world user, generating a first virtual map based upon first real-world geolocation data, presenting the first virtual map in a virtual game, generating first virtual encounters based upon the first real-world driving characteristics and first real-world environmental data, applying the first virtual encounters to the first virtual map for a first virtual character to experience, determining second real-world driving characteristics based upon second real-world telematics data of a second real-world user, generating a second virtual map based upon second real-world geolocation data, presenting the second virtual map in the virtual game, generating second virtual encounters based upon the second real-world driving characteristics and second real-world environmental data, and applying the second virtual encounters to the second virtual map for a second virtual character to experience.
Storage medium, information processing apparatus, information processing system and information processing method
A game apparatus that functions as a non-limiting example information processing apparatus includes a CPU. If execution of an auto-play game is instructed, the CPU makes, from a start to an end of the auto-play game, cause a plurality of player characters, i.e., available characters used by a player and a plurality of enemy characters to play battles with each other at predetermined time intervals. For example, in halfway until the auto-play game is cleared or rendered as a game over, the player sets the available characters or sets arrangement of the available characters by referring to results of battles at every predetermined time intervals, thereby to start the auto-play game again. That is, the available character to be played against the enemy character is re-set.
Information processing device and control method for executing a battle game including a field
Instructions recorded on a non-transitory recording medium cause an information processing device that executes a battle game to execute the steps of storing different attribute information in association with each of at least two players; displaying a field including a plurality of regions, a predetermined event being set for each region, and attribute information being associable with each region; upon a player selecting at least one region from among the plurality of regions, executing processing for the event of the selected region; based on a processing result for the event, determining whether newly to associate the attribute information of the player with the selected region; and determining victory and defeat for the plurality of players based on at least one of a count, a total area, and a total volume of regions with which each piece of attribute information is associated.
PROGRAM, GAME SYSTEM, INFORMATION PROCESSING DEVICE, AND SERVER DEVICE
This program provides improved entertain in the progression of a computerized, turn-based competitive game involving a first player and a second player. The game progresses while presenting a first game element used in the game and a second game element which indicates which player has an action turn in the game. The program causes the computer to acquire information of the first game element on the basis of the use determination; determine a placement position for presenting the second game element in response to the information of the first game element being acquired; determine which player has the action turn on the basis of the determined element placement position for the second game; and control the progression of the competitive game on the basis of the result of the action turn determination.