Coordinated gameplay and coaching gameplay

The system addresses the challenge of navigating new virtual environments by enabling cooperative or coaching gameplay within a virtual environment, combining control inputs from multiple devices based on a content control profile, thus enhancing accessibility and user experience.

JP2025518105AActive Publication Date: 2025-06-12SONY INTERACTIVE ENTERTAINMENT LLC

Patent Information

Application Number
JP2024569810
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-05-31
Filing Date
2023-05-02
Publication Date
2025-06-12
Estimated Expiration
2043-05-02

AI Technical Summary

Technical Problem

Existing virtual environment navigation systems are often frustrating for users due to unfamiliarity with new hardware and game titles, especially for those with physical or mental conditions that limit movement or dexterity, and even experienced players face difficulties when transitioning to new systems.

Method used

The system provides cooperative game play or coaching game play within a virtual environment by generating a virtual avatar and combining control inputs from multiple source devices based on a content control profile, allowing for shared control and improved accessibility for users with varying experiences and abilities.

Benefits of technology

This solution enhances user experience by facilitating successful and enjoyable gameplay for users with different skills and hardware capabilities, improving accessibility and enabling participation in content that may otherwise require specific hardware or dexterity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A method and system for collaborative game play or coaching game play in a virtual environment are disclosed. 【Solution means】The memory may store a content control profile regarding a set of control inputs associated with actions within the virtual environment of the digital content title. Requests may be received from a set of one or more users associated with different source devices regarding collaborative game play of the digital content title. In response to the requests, at least one virtual avatar may be generated for an interactive session of the digital content title. A plurality of control inputs may be received from a plurality of different source devices and combined into a combined set of control inputs. Generating the combined set of control inputs may be based on the content control profile. Virtual actions associated with the virtual avatar may be controlled within the virtual environment according to the combined set of control inputs.
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Description

Technical Field

[0001] This system generally relates to collaborative navigation or coaching navigation in a virtual environment. More specifically, this system relates to the co - control or shared control of individual roles or perspectives by multiple users within a virtual environment.

Background Art

[0002] Many different types of individuals with various experiences can participate in the use of entertainment systems to experience virtual environments associated with digital content titles. Video game consoles, handheld devices, computers, and virtual reality systems, as well as the related digital content accessed and played by them, can have new versions that offer new experiences and can be continuously updated or refreshed for learning and adaptation challenges. For some individuals, learning to navigate a new type of virtual environment with new hardware and / or play a new video game can be a frustrating process not only because they are not familiar with a particular game title, but also because they are not accustomed to the way of using the hardware to perform intended movements and other game interactions. Additionally, some types of hardware or hardware inputs (e.g., combos) can be difficult for players with physical or mental conditions that limit movement, dexterity, memory, etc. Furthermore, even very experienced professional players may experience some level of difficulty and awkwardness when transitioning to new or unfamiliar systems, devices, and game titles. The power of muscle memory and habits related to old or familiar systems and titles may not always be transferable, and such users may ultimately cause various input errors that lead to unintended in - game movements and interactions.

[0003] Many entertainment systems and new media content typically provide users only with a general introduction, such as a quick setup guide for a new console or an introductory tutorial for a video game. Depending on the user's experience level, ability, and the scope of the material, such material (and the experience of learning to navigate a new or unfamiliar virtual environment) may, nonetheless, be cumbersome in terms of quantity and complexity for users who have little interaction with such devices or content, thereby serving only to further confuse, frustrate, and / or overwhelm the user.

[0004] Accordingly, there is a need in the art to provide improved systems and methods for cooperative play and / or coaching play within a virtual environment. SUMMARY OF THE INVENTION

[0005] Systems and methods for cooperative game play or coaching game play within a virtual environment may be provided. The memory may store a content control profile regarding a set of control inputs associated with actions within a virtual environment of a digital content title. Requests may be received from a collection of one or more users associated with different source devices regarding cooperative game play of a digital content title. In response to the requests, at least one virtual avatar may be generated for an interactive session of the digital content title. A plurality of control inputs may be received from a plurality of different source devices and combined into a combined set of control inputs. Generating the combined set of control inputs may be based on the content control profile. Virtual actions associated with the virtual avatar may be controlled within the virtual environment according to the combined set of control inputs. BRIEF DESCRIPTION OF THE DRAWINGS

[0006]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

DETAILED DESCRIPTION OF THE INVENTION

[0007] Embodiments of the present invention include methods and systems for cooperative game play or coaching game play in a virtual environment. The memory may store a content control profile regarding a set of control inputs associated with actions within a virtual environment of a digital content title. Requests may be received from a set of one or more users associated with different source devices regarding cooperative game play of a digital content title. In response to the requests, at least one virtual avatar may be generated for an interactive session of the digital content title. Multiple control inputs may be received from multiple different source devices and combined into a combined set of control inputs. Generating the combined set of control inputs may be based on the content control profile. Virtual actions associated with the virtual avatar may be controlled within the virtual environment according to the combined set of control inputs.

[0008] FIG. 1 shows an exemplary network environment including a system capable of implementing cooperative game play or coaching game play in a virtual environment. The network environment 100 may include one or more content source servers 110 that provide digital content for distribution (e.g., games, other applications, and services), one or more content provider server application program interfaces (APIs) 120, a content delivery network server 130, a cooperative control server 140, and one or more user devices 150. The devices in the network environment 100 communicate with each other using one or more communication networks, which may include a dedicated local network (e.g., an intranet) and / or may be part of a larger wide area network. The communication network may be a local area network (LAN) communicatively coupled to a wide area network (WAN) such as the Internet. The Internet is a broad network of interconnected computers and servers that enables the transmission and exchange of Internet Protocol (IP) data between users connected via a network service provider. Examples of network service providers include the public switched telephone network, a cable service provider, a provider of digital subscriber line (DSL) services, or a satellite service provider. The one or more communication networks enable communication between the various components of the network environment 100.

[0009] The servers described in this specification may include any type of server known in the art, including standard hardware computing components such as a network interface and a media interface, a non-transitory computer-readable storage (memory), and a processor for executing instructions that may be stored in the memory or accessing information. The functions of multiple servers may be integrated into a single server. Any of the aforementioned servers (or integrated servers) may exhibit the characteristics of a particular client-side, cache, or proxy server. These characteristics may depend on a particular network arrangement of the server or a particular configuration of the server.

[0010] Content source server 110 may maintain and provide various digital contents and digital services available for delivery via a communication network. Content source server 110 may be associated with any content provider that makes its content available for access via a communication network. Accordingly, content source server 110 may host various different content titles and / or different associated interactive sessions that may be further associated with object data (e.g., activity information, zone information, character information, player information, other game media information, etc.) regarding digital objects or virtual objects displayed in a digital or virtual environment during an interactive session. The same content source server 110 or a different content source server 110 may host the content title itself and one or both of one or more associated interactive sessions, and during one or more associated interactive sessions, a user may navigate, interact with, initiate, and control virtual actions (including actions performed by one or more virtual avatars), and / or play within a virtual environment resulting from executing the digital content title.

[0011] Such content may include not only digital videos and games, but also other types of digital applications and services. Such applications and services may include any of a variety of different digital content that may be provided to the user device 150, and functions such as providing and supporting chat and other communication channels. Chat and communication services may include voice-based, text-based, and video-based messages. Thus, the user device 150 may participate in a game play session while simultaneously participating in one or more communication sessions, and the game play and communication sessions may be hosted at one or more content source servers 110. Such chat and other communication services may be used between user devices 150 (including source devices) to verbally coordinate game play or to convey coaching advice, tips, context data, coaching instructions, and the like.

[0012] Content from the content source server 110 can be provided via the content provider server API 120, which enables various types of content source servers 110 to communicate with other servers in the network environment 100 (e.g., user device 150). The content provider server API 120 can be specific to the operating language, system, platform, protocol, etc. of the content source server 110 that provides the content, as well as the user device 150 and other devices in the network environment 100. In a network environment 100 that includes multiple different types of content source servers 110, there can similarly be a corresponding number of content provider server APIs 120, which enable various formats, conversions, and other cross-device and cross-platform communication processes for providing content and other services to different user devices 150, and different user devices can each process such content using different operating systems, protocols, etc. Thus, applications and services can be made available in different formats to be compatible with various different user devices 150. In a network environment 100 that includes multiple different types of content source servers 110, a content delivery network server 130, a cooperative control server 140, user devices 150, and a database 160, there can similarly be a corresponding number of APIs managed by the content provider server API 120.

[0013] The content provider server API 120 can further facilitate each access of the user device 150 to the content hosted by the content source server 110 or the services provided by the content source server 110, either directly or via the content delivery network server 130. Additional information such as metadata about the accessed content or service can also be provided by the content provider server API 120 to the user device 150. As will be described below, the additional information (e.g., object data, metadata) may be used to provide details about the content or service provided to the user device 150. In some embodiments, the services provided from the content source server 110 to the user device 150 via the content provider server API 120 may include services associated with other content or services such as chat services, ratings, and profiles associated with specific games, teams, communities, etc. In such cases, the content source server 110 may also communicate with each other via the content provider server API 120.

[0014] The content delivery network server 130 may include servers that provide resources, files, etc. related to the content from the content source server 110, including various content and service configurations, to the user device 150. The content delivery network server 130 can also be called by the user device 150 that requests access to a specific content or service. The content delivery network server 130 may include a universe management server, a game server, a streaming media server, a server hosting downloadable content, and other content delivery servers known in the art.

[0015] As shown in the illustration, the cooperative control server 140 may include any data server known in the art capable of communicating with different content source servers 110, content provider server APIs 120, content delivery network servers 130, user devices 150, and databases 160. Such a cooperative control server 140 may be implemented on one or more cloud servers that execute instructions associated with interactive content (e.g., games, activities, videos, podcasts, user-generated content ("UGC"), publisher content, etc.). In some embodiments, the functions of the cooperative control server 140 may be provided as a service according to instructions embodied in any combination of remote applications, cloud-based applications, or local applications that are specially configured and arranged to provide services to a particular user or set of users.

[0016] The user device 150 can include a plurality of different types of computing devices known in the art. The user device 150 can be a computing device that can include controllers associated with any number of different game consoles, as well as peripheral devices, mobile devices, laptops, and desktops. Such a user device 150 can also be configured to access data from other storage media, such as, but not limited to, a memory card or disk drive that may be appropriate in the case of downloaded services. Such a user device 150 can include standard hardware computing components such as, but not limited to, a network interface, a media interface, a non-transitory computer-readable storage (memory), and a processor for executing instructions that can be stored in the memory. These user devices 150 can also be executed using various different operating systems (e.g., iOS®, Android®), applications, or computing languages (e.g., C++®, JavaScript®). Exemplary client devices 150 are described in detail herein with respect to FIG. 5. Each of the user devices 150 can be associated with a participant (e.g., an interactive player) or other type of user (e.g., an audience) in one or more interactive sessions within a virtual environment associated with digital content.

[0017] Although shown separately, the database 160 can be stored on any server or device shown in the network environment 100, whether the same server, a different server, or the user device 150. Such a database 160 can store or link to various sources and services used for a content control profile that includes a specific gameplay or coaching profile. The database 160 can store various different content profiles associated with different content titles, different hardware (e.g., controllers), different abilities and skills, different gameplay statuses or styles, etc., which may be specific to a particular user, user group or team, user category, game title, game genre, etc. The content control profile can include different sets of control inputs associated with actions within the virtual environment of a digital content title (e.g., including combos corresponding to a predetermined set of control inputs having a specific sequence and timing), and can be used to identify how a user generally plays at different points within the timeline of an interactive session associated with the digital content title. The content control profile may be specific to a user, a group of users, a content title, a content genre, a gameplay style, or other parameters. Thus, one or more content control profiles can be stored in the database 160 for each user, user pair or other user group, user content match, or other combination of parameters. The content control profile can include one or more intention maps that associate a specific virtual (e.g., in-game) situation with a set of control inputs typically used to take virtual actions in response to such a situation. Such intention maps can be created and refined over time based on the ongoing analysis of user gameplay data (e.g., captured by the UGC system described in more detail with respect to FIG. 2).Accordingly, by referring to the content control profile and the associated intent map, the cooperative control server 140 can identify that an incomplete or incorrect set of control inputs is nonetheless associated with the specific virtual action that the user intends in the current interactive session.

[0018] In an exemplary embodiment, the cooperative control server 140 may receive a request to support cooperative play of a particular digital content title. The request may specify a set of one or more source devices (e.g., user device 150) that may be associated with one or more users (e.g., specified player(s), specified coach(es) including an artificial intelligence (AI)-based virtual coach), or may indicate otherwise. In some embodiments, the request may be received from a single user device that specifies a need to match another user device. In response, the cooperative control server 140 may identify an appropriate match with another user device available for cooperative game play. Such match identification may be based on an analysis of the user's status, capabilities and disabilities, skills, experience level, associated hardware and hardware capabilities, historical game play data, game play style, and other parameters associated with the requesting user and the matched user identified as complementary. In some embodiments, additional user input may be requested to identify the match. Such additional user input may be requested in the form of a questionnaire, quiz, skills assessment and demonstration, or any combination of the above.

[0019] Therefore, even players who may not be able to play the game well for some reason, or who may not be able to navigate the virtual environment on their own otherwise, can be provided with a user experience that is successful and enjoyable within the virtual environment based on matching user(s) identified as being available to participate in complementary and cooperative gameplay. In addition to improving the accessibility of players with different experiences, skills, and abilities, cooperative gameplay can also enable players with different hardware (including hardware specially configured or modified for different abilities and disabilities) to fully participate in the latest content titles that may otherwise have strict hardware requirements for performing certain virtual actions. If no other suitable matching players are available or not explicitly required, the cooperative control server 140 can match the requesting user with a source device that is controlled on an AI that can be explicitly configured to be complementary to the requesting user (e.g., according to content control profile(s) and other user data).

[0020] In communication with one or more hosting content source servers 110, the cooperative control server 140 can generate at least one virtual avatar within the virtual environment of the requested content title and configure the virtual avatar for cooperative game play control by source devices. Cooperative game play enables a group of source devices to jointly and / or cooperatively provide combined control inputs to simulate single-player control. Thus, control inputs from a group of source devices can control a single avatar (or other virtual role or perspective normally controlled by a single player) within the virtual environment and can be combined to control a set of multiple virtual characters (e.g., an army, a fleet, a squad) in a content title that enables single-player control of multiple virtual characters. The cooperative control server 140 combines control inputs received from a specified set of source devices into a single set of control inputs, identifies any title-specific control input sequences and timings from the profiles of one or more applicable content profiles, and applies the identified sequences and timings using the resulting combined set of control inputs before performing one or more actions in the virtual environment (e.g., via one or more virtual avatars). By referring to applicable content control profile(s), the cooperative control server 140 can predict which virtual actions correspond to events between specific scenes (e.g., or layers or levels) within the timeline of the interactive session. For example, the content control profile can specify that virtual combat actions generally occur in response to the appearance of virtual monsters or enemies in the scene.

[0021] Accordingly, the coordination control server 140 can analyze the combined control inputs received from one or more source devices in such a situation to identify which virtual actions may be intended for execution. One source device may provide a set of control inputs corresponding to a part of the combo, while another source device may provide another set of control inputs corresponding to the remaining part of the combo. The coordination control server 140 can not only combine sets of control inputs from different source devices (which may be hosted by, for example, one or more content source servers 110), but can further combine specific control inputs according to a specific sequence and timing before providing the combined set of control inputs to control the virtual actions of the interactive session. In some embodiments, the source devices can further specify how to prioritize control inputs, for example, for a particular scene or type of virtual action, such that specific control responsibilities can be transferred between the source devices or control can be fully handed over between the source devices.

[0022] One type of coordinated gameplay can include coaching gameplay in which one or more of the users (and associated source device(s)) are designated as the coach. Different levels of coaching control can be specified, such that the coach may be able to exercise different levels of control over the virtual avatar during the session. For example, the prioritization input can specify that inputs from non-coach source devices are prioritized in the control of the virtual avatar until a particular trigger or trigger situation, such as a particular combo or type of hardware input, occurs. Accordingly, the player being coached can play independently as much as possible while being able to rely on the coach control input as a fallback in response to particularly difficult situations or other specified situations. Thus, the control inputs from the coach source device can be processed differently from the control inputs from source devices not associated with the designated coach.

[0023] During the coaching mode, the cooperative control server 140 may provide a preview or prediction of an upcoming event to a designated coach or the player being coached, thereby also providing additional time to prepare to perform a specific virtual action. The designated coach source device may provide a set of control inputs associated with the predicted virtual actions that can be used to generate visual (e.g., on-screen, sound, overlay, illuminated buttons) and / or tactile (e.g., associated with specific buttons) notifications to the player being coached. The coaching notifications may include automated or coach-provided hints or reminders regarding which control inputs are required to perform the virtual action or other information that may be useful to the player being coached. Such notifications may be automatically triggered if the player being coached is determined to deviate from the set of control inputs normally required to perform the virtual action as indicated by the content control profile. For example, the player being coached may be slow to recall how to complete a particular combo, thereby deviating from the typical timing indicated by the associated content control profile. The cooperative control server 140 may detect the timing deviation and automatically generate a coaching notification. In some examples, the timing of the interactive session may be modified so that the event is paused, slowed down, or reversed to allow the player being coached to attempt to correctly enter the control inputs for the combo. Thus, the player being coached may be given time to follow one or more prompts provided in the coaching notification before a correction or other coaching action is taken. In some examples, the interactive session may be paused while the player is given a virtual refresher or training session and resumed when the player is ready to try again.

[0024] In some embodiments, one or more content control profiles can be part of, or function as, a training model for artificial intelligence (AI)-based virtual coaching. The AI-based coaching model can also be customized for a particular user based on that user's specific profile data and expressed or identified preferences. As will be described with respect to FIG. 2, data regarding a user's game play under different conditions can be captured and used to generate corresponding metrics. Such metrics, which include determining when and how to implement different coaching actions (e.g., type and timing of notifications, difficulty adjustments, timing adjustments, etc.), can be used to adapt to the user by an AI-based virtual coach.

[0025] FIG. 2 shows an exemplary Unified Data System (UDS) that can be used to provide data to a system for cooperative game play or coaching game play in a virtual environment. Based on the data provided by UDS 200, the cooperative control server 140 can know the current session conditions, such as the digital content title, the virtual (e.g., in-game) objects, entities, activities, and events that the user is involved in and thus supports analysis, and the adjustment of the current virtual interactive activities and / or in-game activities of the cooperative control input by the cooperative control server 140. Each user interaction within the virtual environment can be associated with metadata such as the type of virtual interaction, the location within the virtual environment, and the point in time within the virtual world timeline, as well as other players, objects, entities, etc. involved. Thus, the metadata can track any of the various user interactions that may occur during the current interactive session, including the associated virtual activities, entities, settings, results, actions, effects, locations, character status, etc. Such data can be further aggregated, applied to a data model, and be subject to analysis. Using such a UDS data model, context information can be assigned to each part of the information in a unified manner across digital content and / or game titles.

[0026] For example, various content titles may depict one or more objects with which a user can interact (e.g., participating in in-game activities), and / or UGC created by the publisher of the media content title and / or a third-party publisher (e.g., screenshots, videos, live broadcasts, mashups, etc.). Such UGC may include metadata for searching such UGC. Such UGC may also include information about the media and / or peers. Such peer information may be derived from data collected during peer interaction with objects of an interactive content title (e.g., video game, interactive book, etc.), be “bound” to the UGC, and stored with the UGC. Since the UGC may deep link (e.g., directly launch) to the object, provide information about the object and / or peer of the UGC, and / or enable the user to interact with the UGC, such binding extends the UGC.

[0027] As shown in FIG. 2, an exemplary console 228 (e.g., user device 150) and exemplary servers 218 (e.g., streaming server 220, activity feed server 224, user-generated content (UGC) server 232, and object server 226) are shown. In one example, console 228 may be implemented on either platform server 120, a cloud server, or server 218. In an exemplary example, content recorder 202 may be implemented on platform server 120, a cloud server, or any server 218. Such a content recorder 202 receives content (e.g., media) from interactive content title 230 and records it on content ring buffer 208. Such a ring buffer 208 may store a plurality of content segments (e.g., v1, v2, and v3), a start time for each segment (e.g., V1_START_TS, V2_START_TS, V3_START_TS), and an end time for each segment (e.g., V1_END_TS, V2_ENd_TS, V3_END_TS). Such segments may be stored by console 228 as media file 212 (e.g., MP4, WebM, etc.). Such a media file 212 may be uploaded to streaming server 220 for storage and subsequent streaming or use, but media file 212 may be stored on any server, cloud server, any console 228, or any user device 150. Such start and end times for each segment may be stored by console 228 as content timestamp file 214. Such a content timestamp file 214 may also include a streaming ID that matches the streaming ID of media file 212, thereby associating content timestamp file 214 with media file 212.Such a content time stamp file 214 can be uploaded to and stored in the activity feed server 224 and / or the UGC server 232, but the content time stamp file 214 can be stored on any server, cloud server, any console 228, or any user device 150.

[0028] While the content recorder 202 receives and records content from the interactive content title 230, the object library 204 receives data from the interactive content title 230, and the object recorder 206 tracks the data to determine when the object starts and ends. The object library 204 and the object recorder 206 can be implemented on any of the platform server 120, the cloud server, or the server 218. When the object recorder 206 detects the start of an object, the object recorder 206 receives object data (for example, if the object is an activity, user interaction with the activity, activity ID, activity start time, activity end time, activity result, activity type, etc.) from the object library 204 and records activity data (for example, ActivityID1, START_TS, ActivityID2, START_TS, ActivityID3, START_TS) in the object ring buffer 210. Such activity data recorded on the object ring buffer 210 can be stored in the object file 216. Such an object file 216 can also include the activity start time, activity end time, activity ID, activity result, activity type (for example, confrontation match, quest, task, etc.), user or peer data related to the activity. For example, the object file 216 can store data related to items used during the activity. Such an object file 216 can be stored in the object server 226, but the object file 216 can be stored on any server, cloud server, any console 228, or any user device 150.

[0029] Such object data (e.g., object file 216) can be associated with content data (e.g., media file 212 and / or content timestamp file 214). In one example, the UGC server 232 stores the content timestamp file 214 and associates it with the object file 216 based on a match between the streaming ID of the content timestamp file 214 and the corresponding activity ID of the object file 216. In another example, the object server 226 can store the object file 216 and receive a query about the object file 216 from the UGC server 232. Such a query can be executed by searching for the activity ID of the object file 216 that matches the streaming ID of the content timestamp file 214 sent with the query. In yet another example, a query of the stored content timestamp file 214 can be executed by matching the start time and end time of the content timestamp file 214 with the corresponding start time and end time of the object file 216 sent with the query. Such an object file 216 can also be associated by the UGC server 232 with the matched content timestamp file 214, but this association can be done by any server, cloud server, any console 228, or any user device 150. In another example, the object file 216 and the content timestamp file 214 can be associated by the console 228 during the creation of each file 216, 214.

[0030] In an exemplary embodiment, the media file 212 and the activity file 216 may provide information regarding the current session state to the cooperative control server 140, and the information may also be used to evaluate a particular user (e.g., a user requesting cooperative gameplay), match the user with one or more complementary users or coaches, trigger various coaching actions, and perform coaching adjustments (including improving an AI-based coaching model for a particular user or similar users). Thus, the cooperative control server 140 may use such media files 212 and activity files 216 to identify specific conditions of the current interactive session, including the performance, character, and objects of the player at a particular location and during a particular event within a virtual environment.

[0031] Based on such files 212 and 216, for example, the cooperative control server 140 may identify a relevant content control profile associated with the current interactive session, which may be unique to one or more of the content title, virtual environment, virtual scene, or in-game event (e.g., a crucial battle with a big boss), gameplay style, etc., and may be used to identify which intentions are associated with the possible combinations of incoming control inputs from multiple source devices. Such a virtual environment or other conditions may determine how to group incoming control inputs and combine them with each other into sets having a particular sequence or timing, thereby jointly or sharing control of virtual actions by virtual characters that are normally controlled by a single player.

[0032] When an incoming input is received, the cooperative control server 140 can identify the parts of a combo or movement that are normally performed at the current virtual location and time where the virtual character is located, or during the current inventory. The cooperative control server 140 can select a set of incoming inputs for combination into a single set of control inputs having a specific sequence and / or timing corresponding to the identified combo. Further, the cooperative control server 140 can apply or not apply different portions of the incoming control inputs according to a prioritization setting value that specifies how and under what conditions non-matching or duplicate control inputs should be applied, or can select and choose.

[0033] FIG. 3 is a flowchart showing an exemplary method for cooperative game play or coaching game play in a virtual environment. The method 300 of FIG. 3 can be embodied as executable instructions on a non-transitory computer-readable storage medium including, but not limited to, non-volatile memory such as a CD, DVD, or hard drive. The instructions of the storage medium can be executed by a processor (or processors) to cause various hardware components of a computing device hosting or otherwise accessing the storage medium to implement the method. The steps (and their order) specified in FIG. 3 are exemplary and can include various alternative, equivalent, or derivative forms thereof including, but not limited to, their order of execution.

[0034] In step 310, the content control profile can be stored in memory (e.g., of database 160). Each content control profile can identify a set of control inputs associated with virtual actions within the virtual environment of a digital content title. The content control profile can be further customized for a particular player based on historical data in files 212 - 216 captured by the UDS system 200. Such customized control profiles can be further customized for a particular player based on the player's gameplay style, specific hardware, historical or habitual movements or combos executed at specific points during an interactive session of a digital content title, specific hardware, and other relevant historical or habitual actions taken by the player and / or player-related avatar(s).

[0035] In step 320, a request regarding cooperative gameplay of a specified digital content title can be received, which may be associated with one of the content control profiles. The request can specify at least one user (associated with one source device) for cooperative gameplay. The request can further specify another user for co-piloted play or coaching play according to a specified prioritization scheme, although the request can also specify that the requesting user match another source device (which may be associated with another user or controlled by AI). In response to the request, the cooperative control server 140 can configure at least one avatar of the specified digital content title for joint control or shared control by multiple source devices.

[0036] In step 330, control inputs can be received from multiple source devices. Using a content control profile associated with the digital content title to examine the current state, the cooperative control server 140 can analyze the combination of incoming control inputs together to identify the intended combo or move, or other virtual actions intended to be taken within the virtual environment. The cooperative control server 140 can also apply a specific prioritization scheme to prefer or disprefer control inputs from one or more source devices, such as to prefer the game play style of a coached player over that of the coach, or to switch primary control between different control devices according to the type of battle or challenge (e.g., shooting vs. close combat).

[0037] In step 340, a set of combinations of control inputs can be generated based on the received incoming control inputs. Although control inputs from multiple different source devices may be input by different users / AI and transmitted using different source devices via different communication networks, which may cause desynchronization, nevertheless, the cooperative control server 140 can identify the intended sequence and timing by referring to the content control profile regarding historical or habitual movements or actions at the current point in the time line of play during the interactive session. Thus, the cooperative control server 140 can apply the identified sequence and timing to the set of combinations of control inputs before using the set of combinations of control inputs to control the virtual avatar designated for cooperative game play. Generating the set of combinations of control inputs enables simulation of what other players not involved in the cooperative game play can normally do to perform virtual actions within the virtual environment.

[0038] In step 350, the virtual avatar configured in step 320 can be controlled according to the generated set of control inputs. The cooperative control server 140 can provide the generated set of control inputs to a device that hosts an interactive session, which can be any of the devices shown in FIG. 1. If the request specifies coaching game play, additional coaching content or instructions can also be provided to or otherwise communicated to one or more of the source devices for presentation within the virtual environment of the interactive session. In some examples, a designated coach can initiate visual or tactile notifications, implement a training wheel mode to prevent deviations from in-game paths (e.g., fatal errors, injuries, and / or deaths), adjust the timeline to pause, slow down, rewind, or reverse virtual actions or events, and apply adaptable corrections that may vary under different conditions.

[0039] FIG. 4 is a diagram showing an exemplary implementation of cooperative game play or coaching game play in a virtual environment. As shown, different user devices 150A-150C (e.g., corresponding to different controllers) can participate in cooperative game play that further includes a coaching AI 410. Together, the coaching AI 410 and the cooperative control server 140 can evaluate the current status and state of the current interactive session with reference to one or more applicable content control profiles 420 and, in such context, identify what movements or actions may be intended by the users of user devices 150A-150B.

[0040] As further shown, control input data may be provided to the collaborative control server 140 from the user devices 150A-150B and the coaching AI 410, and the collaborative control server 140 may interpret this according to a content control profile applicable to generate a set of combinations of control inputs having a specific sequence and timing (e.g., simulating the input of control inputs by a single player for a specific movement or combo). The generated set of combinations of control inputs may be provided to control the virtual avatar 430 in different ways during the virtual avatar timeline 440 of the interactive session. As shown, the virtual avatar timeline 440 may include multiple periods 450A-450D during which different user devices 150A-150B may attempt primary or prioritized control over the virtual avatar 430. For example, during period 450A, the collaborative control server 140 may identify conditions associated with prioritizing control inputs from the user device 150A according to a prioritization scheme, while period 450B may include conditions associated with prioritizing gesture inputs (associated with either of the users of the user devices 150A-150B) and different controller inputs from the user device 150B. Similarly, period 450C may be associated with prioritizing control inputs from the user device 150A, and period 450D may be associated with prioritizing control inputs from the user device 150B.

[0041] Control inputs from the coaching AI 410 may be supplementary or provide fallback options when the user devices 150A-150B, nor their combination, are unable to complete the intended combo movement or other virtual action within the virtual environment. The coaching AI 410 may also provide educational content and notifications, and other relevant coaching content and notifications to assist the users of the user devices 150A-150B in providing correct control inputs. The same or different coaching content may be provided to each of the user devices 150A-150B according to the respective needs of the users.

[0042] FIG. 5 is a block diagram of an exemplary electronic entertainment system that can be used in an embodiment of the present invention. The entertainment system 500 of FIG. 5 includes a main memory 505, a central processing unit (CPU) 510, a vector unit 515, a graphics processing unit 520, an input / output (I / O) processor 525, an I / O processor memory 530, a controller interface 535, a memory card 540, a universal serial bus (USB) interface 545, and an IEEE interface 550. The entertainment system 500 may further include an operating system read-only memory (OS ROM) 555, an audio processing unit 560, an optical disk control unit 570, and a hard disk drive 565, which are connected to the I / O processor 525 via a bus 575.

[0043] The entertainment system 500 can be an electronic game machine. Alternatively, the entertainment system 500 may be implemented as a general-purpose computer, a set-top box, a handheld game device, a tablet computing device, a mobile computing device, or a mobile phone. The entertainment system may include more or fewer operating components depending on the particular form factor, purpose, or design.

[0044] The CPU 510, vector unit 515, graphics processing unit 520, and I / O processor 525 in FIG. 5 communicate via the system bus 585. Further, the CPU 510 in FIG. 5 communicates with the main memory 505 via the dedicated bus 580, and the vector unit 515 and the graphics processing unit 520 may communicate via the dedicated bus 590. The CPU 510 in FIG. 5 executes programs stored in the OS ROM 555 and the main memory 505. The main memory 505 in FIG. 5 may include pre-stored programs and programs transferred via the I / O processor 525 from a CD-ROM, DVD-ROM, or other optical disk (not shown) using the optical disk control unit 570. The I / O processor 525 in FIG. 5 may also enable the introduction of content transferred through a wireless or other communication network (e.g., 4G, LTE, 3G, etc.). The I / O processor 525 in FIG. 5 mainly controls data exchange between various devices of the entertainment system 500 including the CPU 510, vector unit 515, graphics processing unit 520, and controller interface 535.

[0045] The graphics processing unit 520 in FIG. 5 executes graphics instructions received from the CPU 510 and the vector unit 515 to generate an image for display on a display device (not shown). For example, the vector unit 515 in FIG. 5 may convert an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 520. Further, the audio processing unit 560 executes instructions to generate an audio signal, and the audio signal is output to an audio device such as a speaker (not shown). Other devices may be connected to the entertainment system 500 via the USB interface 545 and the IEEE 1394 interface 550 such as a wireless transceiver, and these interfaces may also be embedded in the system 500 or as part of some other components such as a processor.

[0046] The user of the entertainment system 500 in FIG. 5 provides instructions to the CPU 510 via the controller interface 535. For example, the user may instruct the CPU 510 to store specific game information in the memory card 540 or other non-transitory computer-readable storage medium, or may instruct the characters in the game to perform some specific actions.

[0047] The present invention may be implemented in an application that may be operable by various end-user devices. For example, the end-user device may be a personal computer, a home entertainment system (e.g., Sony Playstation2 (registered trademark) or Sony Playstation3 (registered trademark) or Sony Playstation4 (registered trademark)), a portable game device (e.g., Sony PSP (registered trademark) or Sony Vita (registered trademark)), or, although lower, a home entertainment system of a different manufacturer. The method described herein is fully intended to be operable on various devices. The present invention may also be implemented in a cross-title neutral state, and embodiments of the system of the present invention may be utilized across various titles from various publishers.

[0048] The present invention may be implemented in an application that may be operable using various devices. A non-transitory computer-readable storage medium refers to any medium or plurality of media involved in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms including, but not limited to, non-volatile media such as optical disks, magnetic disks, and volatile media such as dynamic memory. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic medium, CD-ROM disks, digital video disks (DVDs), any other optical medium, RAM, PROM, EPROM, FLASHEPROM, as well as any other memory chip or cartridge.

[0049] Various forms of transmission media may be involved in conveying one or more sequences of one or more instructions to a CPU for execution. A bus carries data to system RAM, and the CPU fetches and executes instructions from system RAM. Instructions received by system RAM may optionally be stored on a fixed disk either before or after being executed by the CPU. Various forms of storage, as well as the network interfaces and network topologies necessary to implement them, may be implemented as well.

[0050] The detailed description of the foregoing technology has been presented for purposes of illustration and description. The above detailed description is not intended to be exhaustive or to limit the technology to the exact form disclosed. Many modifications and variations are possible in light of the above teachings. The described embodiments were chosen in order to best explain the principles of the technology, its practical application, and to enable others skilled in the art to utilize the technology in various embodiments and with various modifications suited to the particular applications contemplated. The scope of the technology is intended to be defined by the claims.

Claims

1. A method for collaborative game play or coaching game play in a virtual environment, comprising: storing in a memory a content control profile, the content control profile including data regarding a set of control inputs associated with virtual actions within a virtual environment of a digital content title; receiving, for collaborative game play of the digital content title, a request from a set of one or more users, the set of one or more users being associated with a plurality of different source devices; generating, in response to the request, at least one virtual avatar for an interactive session of the digital content title, the at least one virtual avatar being provided within the virtual environment of the digital content title; receiving a plurality of control inputs from the plurality of different source devices; generating a set of combinations of control inputs based on the received control inputs, generating the set of combinations of control inputs being based on the content control profile; controlling one or more virtual actions of the at least one virtual avatar within the virtual environment according to the set of combinations of control inputs. The method as described above.

2. The method according to claim 1, wherein the set of combinations of control inputs corresponds to at least one combo associated with the digital content title, the combo being associated with a set of control inputs at a specified sequence and timing, and generating the set of combinations of control inputs includes identifying that the received control inputs correspond to the at least one combo based on the content control profile, and applying the specified sequence and timing of the at least one combo to the received control inputs.

3. The method according to claim 1, further comprising generating a coaching notification within the virtual environment based on a set of control inputs received from the source device designated as a coach in the request for collaborative game play.

4. The method according to claim 3, further comprising predicting that the at least one virtual avatar is about to deviate from the set of control inputs within the content control profile, and the coaching notification is generated based on the prediction.

5. The method according to claim 3, wherein the specified source device includes an artificial intelligence (AI)-based virtual coach, and the received set of control inputs from the AI-based virtual coach is based on the content control profile.

6. The method according to claim 1, further comprising customizing the content control profile of at least one of the users associated with the request, and customizing the content control profile is based on performance data associated with the at least one user during the interactive session.

7. The method according to claim 1, wherein controlling the virtual action of the at least one virtual avatar includes preventing the at least one virtual avatar from deviating from the set of control inputs within the content control profile.

8. The method according to claim 1, wherein controlling the virtual action of the at least one virtual avatar includes modifying the timeline of the virtual environment, and the virtual action is executed within the modified timeline.

9. The method according to claim 1, further comprising identifying one or more upcoming events approaching within the virtual environment based on the content control profile and generating a notification to one or more of the source devices, and the received control input responds to the notification.

10. The method according to claim 1, wherein the different source devices include a plurality of different controllers.

11. A system for cooperative gameplay or coaching gameplay within a virtual environment, a memory storing a content control profile, the content control profile including data regarding a set of control inputs associated with actions within a virtual environment of a digital content title, the memory, A communication interface for communicating with a plurality of different source devices via a communication network, wherein the communication interface receives requests from a set of one or more users regarding cooperative gameplay of the digital content title, and the set of one or more users is associated with the source device, the communication interface and, A processor for executing instructions stored in a memory, wherein the processor, Instructions for generating at least one virtual avatar for an interactive session of the digital content title in response to the request, wherein the at least one virtual avatar is provided within the virtual environment of the digital content title, and the communication interface receives a plurality of control inputs from the plurality of different source devices, the instructions for generating, Instructions for generating a set of combinations of control inputs based on the received control inputs, wherein generating the set of combinations of control inputs is based on the content control profile, the instructions for generating, Instructions for controlling one or more virtual actions of the at least one virtual avatar within the virtual environment according to the set of combinations of control inputs The processor for executing The system comprising.

12. The system according to claim 11, wherein the set of combinations of control inputs corresponds to at least one combo associated with the digital content title, the combo being associated with a set of control inputs in a specified sequence and timing, and the processor identifies that the received control inputs correspond to the at least one combo based on the content control profile, and generates the set of combinations of control inputs by applying the specified sequence and timing of the at least one combo to the received control inputs.

13. The system according to claim 11, wherein the request for cooperative gameplay designates one of the source devices as a coach, and the processor executes further instructions for generating a coaching notification within the virtual environment based on the set of control inputs received from the source device designated as the coach.

14. The system of claim 13, wherein the processor executes further instructions to predict that the at least one virtual avatar is about to deviate from the set of control inputs within the content control profile, and the coaching notification is generated based on the prediction.

15. The system of claim 13, wherein the specified source device includes an artificial intelligence (AI)-based virtual coach, and the set of received control inputs from the AI-based virtual coach is based on the content control profile.

16. The system of claim 11, wherein the processor executes further instructions to customize the content control profile of at least one of the users associated with the request, and customizing the content control profile is based on performance data associated with the at least one user during the interactive session.

17. The system of claim 11, wherein the processor controls the virtual action of the at least one virtual avatar by preventing the at least one virtual avatar from deviating from the set of control inputs within the content control profile.

18. The system of claim 11, wherein the processor controls the virtual action of the at least one virtual avatar by modifying the timeline of the virtual environment, and the virtual action is executed within the modified timeline.

19. The system of claim 11, wherein the processor executes further instructions to identify one or more upcoming events within the virtual environment based on the content control profile and to generate notifications for the one or more of the source devices, and the received control inputs respond to the notifications.

20. The system of claim 11, wherein the different source devices include a plurality of different controllers.

21. A non-transitory computer-readable storage medium embodying a program executable by a processor to perform a method for cooperative game play or coaching game play within a virtual environment, the method comprising Storing a content control profile in a memory, wherein the content control profile includes data regarding a set of control inputs associated with actions within a virtual environment of a digital content title, said storing; Receiving a request from a set of one or more users regarding cooperative gameplay of the digital content title, wherein the set of one or more users is associated with a plurality of different source devices, said receiving; Generating at least one virtual avatar for an interactive session of the digital content title in response to the request, wherein the at least one virtual avatar is provided within the virtual environment of the digital content title, said generating; Receiving a plurality of control inputs from the plurality of different source devices; Generating a set of combinations of control inputs based on the received control inputs, wherein generating the set of combinations of control inputs is based on the content control profile, said generating; Controlling one or more virtual actions of the at least one virtual avatar within the virtual environment according to the set of combinations of control inputs including, said non-transitory computer-readable storage medium.

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