Cooperative and guided game play

By generating virtual avatars in a virtual environment and combining control inputs from multiple users, cooperative or guided gameplay is provided, solving the problem of insufficient user adaptability in new virtual environments and achieving a successful multi-user gaming experience and hardware adaptability.

CN119278079BActive Publication Date: 2026-02-03SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
CN202380042411.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2022-05-31
Filing Date
2023-05-02
Publication Date
2026-02-03
Estimated Expiration
2043-05-02

AI Technical Summary

Technical Problem

In existing technologies, users face difficulties in learning and navigating new virtual environments, especially for players with physical or mental illnesses and those with insufficient adaptability to new hardware. Furthermore, existing systems lack effective support for cooperative or guided gameplay.

Method used

By generating virtual avatars in a virtual environment and combining control inputs from multiple users, using content control profiles and cooperative control servers to simulate the control of a single player, cooperative or guided gameplay is provided, and AI guidance and coaching modes are used to help users complete virtual actions.

Benefits of technology

It improves the gaming experience for users with varying experience levels and hardware capabilities in the virtual environment, enhances adaptability and cooperation in the new virtual environment, and ensures that users can successfully complete virtual actions.

✦ Generated by Eureka AI based on patent content.

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Abstract

Methods and systems for cooperative or guided gameplay in a virtual environment are disclosed. A memory can store a content control profile regarding a set of control inputs associated with actions in a virtual environment of a digital content title. A request for cooperative gameplay of the digital content title can be received from a group of one or more users associated with different source devices. In response to the request, at least one virtual avatar can be generated for an interactive session of the digital content title. A plurality of control inputs can be received from the plurality of different source devices and combined into a set of control input combinations. Generating the set of control input combinations can be based on the content control profile. Virtual actions associated with the virtual avatar can be controlled within the virtual environment according to the set of control input combinations.
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Description

Background Technology 1. Technical Field

[0002] This system generally involves cooperative or guided navigation in a virtual environment. More specifically, it involves joint or shared control of various roles or perspectives by multiple users within a virtual environment.

[0003] 2. Relevant Technical Specifications

[0004] Many individuals with diverse experience levels can use entertainment systems to experience virtual environments associated with digital content titles. Video game consoles, handheld devices, computers, and virtual reality systems, along with the associated digital content accessed and played by them, may be constantly updated or refreshed to new versions, offering new experiences and challenges in terms of learning and adaptation. For some, learning to navigate new types of virtual environments and / or playing new video games on new hardware can be a frustrating process, not only because of unfamiliarity with specific game titles but also because of unfamiliarity with how to use the hardware to perform expected movements and other game interactions. Additionally, certain types of hardware or hardware inputs (e.g., combos) may pose difficulties for players with physical or mental disabilities that limit movement, dexterity, memory, etc. Furthermore, even experienced and skilled players may encounter difficulties or awkwardness when transitioning to new or unfamiliar systems, devices, and game titles. Muscle memory and habitual strength associated with old or familiar systems and titles may not necessarily translate, and such users may end up making various input errors that lead to unintended in-game movements and interactions.

[0005] Many entertainment systems and new media content typically offer only a brief introduction to users, such as quick setup guides on new consoles or introductory tutorials in video games. Depending on the user's experience level, ability, and the range of materials available, such materials, along with the experience of learning to navigate new or unfamiliar virtual environments, can still be daunting in terms of quantity and complexity for users who do not frequently interact with such devices or content, thus only further confusing, frustrating, and / or overwhelming them.

[0006] Therefore, there is a need in the art to provide improved systems and methods for conducting cooperative and / or guided games within virtual environments. Summary of the Invention

[0007] Systems and methods for cooperative or guided gameplay in a virtual environment can be provided. A memory can store a content control profile of a set of control inputs associated with actions within the virtual environment of a digital content title. Requests for cooperative gameplay of a digital content title can be received from one or more users associated with different source devices. In response to the request, at least one virtual avatar can be generated for an interactive session of the digital content title. Multiple control inputs can be received from multiple different source devices and combined into a control input combination set. The generation of the control input combination set can be based on the content control profile. Virtual actions associated with the virtual avatar can be controlled within the virtual environment according to the control input combination set. Attached Figure Description

[0008] Figure 1 An exemplary network environment is shown in which a system for cooperative or guided gameplay in a virtual environment can be implemented.

[0009] Figure 2 An exemplary Unified Data System (UDS) is shown that can be used to provide data to systems used for cooperative or guided gameplay in virtual environments.

[0010] Figure 3 This is a flowchart illustrating an exemplary method for cooperative or guided gameplay in a virtual environment.

[0011] Figure 4 This is a diagram illustrating an exemplary implementation of cooperative or guided gameplay in a virtual environment.

[0012] Figure 5 This is a block diagram of an exemplary electronic entertainment system that can be used in embodiments of the present invention. Detailed Implementation

[0013] Embodiments of the present invention include methods and systems for cooperative or guided gameplay in a virtual environment. A 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 for cooperative gameplay of a digital content title may be received from one or more users associated with different source devices. In response to the request, 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 control input combination set. The generation of the control input combination set may be based on the content control profile. Virtual actions associated with the virtual avatar can be controlled within the virtual environment according to the control input combination set.

[0014] Figure 1An exemplary network environment is shown in which a system for cooperative or guided gameplay in a virtual environment can be implemented. Network environment 100 may include: one or more content source servers 110 that provide digital content (e.g., games, other applications, and services) for distribution; one or more content provider server application programming interfaces (APIs) 120; a content distribution network server 130; a cooperative control server 140; and one or more user devices 150. Devices in network environment 100 communicate with each other using one or more communication networks, which may include a local private network (e.g., an intranet) and / or may be part of a larger wide area network (WAN). 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 wide network that interconnects computers and servers, allowing the transmission and exchange of Internet Protocol (IP) data between users connected through an Internet service provider. Examples of Internet service providers include: the public switched telephone network, cable service providers, digital subscriber line (DSL) service providers, or satellite service providers. The one or more communication networks allow communication between various components in network environment 100.

[0015] The servers described herein may include any type of server as known in the art, including standard hardware computing components such as network and media interfaces, non-transitory computer-readable storage devices (memory), and processors for executing instructions or accessing information that can be stored in memory. The functionality of multiple servers may be integrated into a single server. Any of the aforementioned servers (or integrated servers) may have certain client-side, caching, or proxy server characteristics. These characteristics may depend on the specific network layout or certain configurations of the server.

[0016] Content source server 110 can maintain and provide a variety of digital content and digital services that can be distributed via a communication network. Content source server 110 can be associated with any content provider that makes its content accessible via a communication network. Content source server 110 can therefore host a variety of different content titles and / or associated interactive sessions, which may also be associated with object data (e.g., activity information, region information, character information, player information, other game media information, etc.) about digital or virtual objects displayed in a digital or virtual environment during the interactive session. The same content source server 110 or different content source servers 110 can host the content titles themselves and one or both of one or more associated interactive sessions, during which a user can navigate virtual actions, interact with virtual actions, initiate and control virtual actions (including actions performed by one or more virtual avatars) and / or play games within a virtual environment generated by the execution of the digital content titles.

[0017] Such content may include not only digital videos and games, but also other types of digital applications and services. These applications and services may include any variety of digital content and functionality available to user device 150, including providing and supporting chat and other communication channels. Chat and communication services may include voice-based, text-based, and video-based messaging. Therefore, user device 150 may participate in gameplay sessions concurrently with one or more communication sessions, and gameplay and communication sessions may be hosted on one or more of the content source servers 110. Such chat or other communication services may be used between user devices 150 (including source devices) to verbally coordinate gameplay or convey guidance, tips, contextual data, instructions, etc.

[0018] Content from content source server 110 can be provided via content provider server API 120, which allows various types of content source servers 110 to communicate with other servers (e.g., user devices 150) in network environment 100. Content provider server API 120 may be specific to the specific operating language, system, platform, protocol, etc., of the content source server 110 providing the content, as well as the user device 150 and other devices in network environment 100. In network environment 100 including various types of content source servers 110, a corresponding number of content provider server APIs 120 may also exist, allowing various formatting, conversion, and other cross-device and cross-platform communication processes for providing content and other services to different user devices 150, each of which may use different operating systems, protocols, etc., to process such content. Therefore, applications and services in different formats can be made available to ensure compatibility with a variety of different user devices 150. In a network environment 100 that includes various types of content source servers 110, content distribution network servers 130, cooperative control servers 140, user devices 150, and databases 160, there may also be a corresponding number of APIs managed by the content provider server API 120.

[0019] Content Provider Server API 120 can also facilitate access, directly or via Content Delivery Network Server 130, by each of the user devices 150 to content hosted or services provided by Content Source Server 110. Additional information about the accessed content or services, such as metadata, can also be provided to the user device 150 by Content Provider Server API 120. As described below, additional information (e.g., object data, metadata) can be details that can be used to provide information about the content or services provided to the user device 150. In some implementations, services provided to the user device 150 from Content Source Server 110 via Content Provider Server API 120 may include support services associated with other content or services, such as chat services, ratings, and profiles associated with a specific game, team, community, etc. In such cases, Content Source Servers 110 may also communicate with each other via Content Provider Server API 120.

[0020] Content delivery network server 130 may include a server that provides resources, files, etc. (including various content and service configurations) related to content from content source server 110 to user device 150. Content delivery network server 130 may also be invoked by user device 150 requesting access to specific content or services. Content delivery network server 130 may include global management servers, game servers, streaming media servers, servers hosting downloadable content, and other content delivery servers known in the art.

[0021] As shown in the figure, the collaborative 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 distribution network servers 130, user devices 150, and databases 160. Such a collaborative control server 140 may be implemented on one or more cloud servers that execute instructions associated with interactive content (e.g., games, events, videos, podcasts, user-generated content (“UGC”), publisher content, etc.). In some implementations, the functionality of the collaborative control server 140 may be provided as a service based on instructions embodied in any combination of remote, cloud-based, or on-premises applications that have been specifically configured and arranged to provide services to specific users or groups of users.

[0022] User device 150 may include a variety of different types of computing devices known in the art. User device 150 may be a computing device including any number of different game consoles and associated controllers and peripherals, mobile devices, laptops, and desktops. Such user device 150 may also be configured to access data from other storage media, such as, but not limited to, memory cards or disk drives that may be appropriate in the case of downloaded services. Such user device 150 may include standard hardware computing components, such as, but not limited to, network and media interfaces, non-transitory computer-readable storage devices (memory), and processors for executing instructions that can be stored in memory. These user devices 150 may also run using a variety of different operating systems (e.g., iOS, Android), applications, or computing languages ​​(e.g., C++, JavaScript). This document is about Figure 5 An exemplary client device 150 is described in detail. Each user device 150 may be associated with one or more interactive session participants (e.g., interactive players) or other types of users (e.g., viewers) within a virtual environment associated with digital content.

[0023] Although depicted separately, database 160 may be stored on any of the servers and devices shown in network environment 100, on the same server, on different servers, or on any of the user devices 150. Such database 160 may store or link to various sources and services for content control profiles (including specific gameplay or instruction profiles). Database 160 may store various different content profiles associated with different content titles, different hardware (e.g., controllers), different abilities and skills, different gameplay states or styles, etc., which may be specific to a particular user, user group or team, user category, game title, game type, etc. Content control profiles can be used to identify how a user typically plays the game at different points in the timeline of an interactive session associated with a digital content title, including different sets of control inputs associated with actions within the virtual environment of the digital content title (e.g., including combos corresponding to predetermined sets of control inputs with a specific order and timing). Content control profiles may be specific to a user, user group, content title, content type, gameplay style, or other parameters. Therefore, one or more content control profiles can be stored in database 160 for each user, user pairing or other user group, user content matching, or other parameter combinations. Content control profiles can include one or more intent maps that associate certain virtual (e.g., in-game) conditions with a set of control inputs typically used to take virtual actions in response to those conditions. Such intent maps can be based on continuous analysis of user gameplay data (e.g., data from information about...). Figure 2The data captured by the UGC system (described in further detail) is developed and refined over time. By referencing content control profiles and associated intent maps, the collaborative control server 140 can thus identify incomplete or erroneous sets of control inputs that are still associated with the specific virtual actions the user wants to perform in the current interactive session.

[0024] In an exemplary embodiment, the cooperative control server 140 may receive requests for cooperative gameplay supporting a specific digital content title. The request may specify or otherwise indicate a group or group of one or more source devices (e.g., user devices 150) that may be associated with one or more users (e.g., a designated player, a designated coach, including an AI-based virtual coach). In some implementations, the request may be received from a single user device designated to be matched with another user device. In response, the cooperative control server 140 may identify a suitable match for another user device that can be used for cooperative gameplay. Such match identification may be based on analysis of user status, abilities and disabilities, skills, experience level, associated hardware and hardware capabilities, historical gameplay data, gameplay 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 questionnaires, quizzes, skills assessments, demonstrations, or any combination thereof.

[0025] Therefore, players who are unable to successfully play the game or otherwise navigate the virtual environment alone for any reason can still have a successful and enjoyable user experience within the virtual environment based on matched users identified as complementary and capable of participating in cooperative gameplay. In addition to improving accessibility for players with different experiences, skills, and abilities, cooperative gameplay allows players with different hardware (including hardware specifically configured or modified for different abilities and disabilities) to fully participate in the latest content titles that might otherwise require stringent hardware requirements to perform certain virtual actions. In cases where no other suitable matched players are available or upon special request, the cooperative control server 140 can match the requesting user to an AI-controlled source device that can be specially configured to complement the requesting user (e.g., based on content control profiles and other user data).

[0026] Communicating with one or more hosted content source servers 110, the cooperative control server 140 can generate at least one virtual avatar within the virtual environment of a requested content title and configure the virtual avatar for cooperative gameplay control by source devices. Cooperative gameplay allows a group of source devices to jointly and / or cooperatively provide control input to simulate single-player control. This allows control input from a group of source devices to be combined to control a single avatar (or other virtual character or perspective typically controlled by a single player) within the virtual environment, and to control a group of multiple virtual characters (e.g., an army, fleet, squadron) in a content title that allows a single player to control multiple virtual characters. The cooperative control server 140 can combine control input received from a specified group of source devices into a single set of control input, identify any title-specific control input sequence and timing from one or more applicable content profiles, and apply the identified sequence and timing before performing one or more actions (e.g., via one or more virtual avatars) in the virtual environment using the resulting set of combined control input. By referencing an applicable content control profile, the cooperative control server 140 can predict which virtual actions correspond to events during a specific scene (e.g., a tier or level) within the timeline of an interactive session. For example, the content control profile can specify that virtual combat actions typically occur in response to the appearance of a virtual monster or opponent in the scene.

[0027] Therefore, the cooperative control server 140 can analyze the combined control inputs received from the one or more source devices in this context to identify what virtual actions might be desired to be performed. One source device can provide a set of control inputs corresponding to a portion of a combo, while another source device can provide another set of control inputs corresponding to the remainder of the combo. The cooperative control server 140 can not only combine control input sets from different source devices, but also combine specific control inputs in a specific order and timing, and then provide the combined set of control inputs to control virtual actions in an interactive session (e.g., which may be hosted by one or more content source servers 110). In some implementations, the source devices can further specify how the control inputs are prioritized, for example, for certain scenarios or virtual action types, thereby delegating specific control responsibilities among source devices or completely switching control between source devices.

[0028] One type of cooperative gameplay can include guided gameplay, where one or more users (and associated source devices) are designated as coaches. Different levels of coaching control can be specified, allowing the coach to exert varying levels of control over the avatar during a session. For example, prioritized input processing can be specified to prioritize input from non-coach source devices within the avatar's control, unless and until certain triggers or conditions occur, such as certain combos or hardware input types. This allows the coached player to play as independently as possible while relying on coach control input as a backup in response to particularly difficult or other specified conditions. Therefore, control input from the coach source device can be processed differently than control input from source devices not associated with the designated coach.

[0029] During guided mode, the cooperative control server 140 can provide a preview or prediction of an upcoming event to the designated coach or the guided player, which also provides additional time to prepare for performing a virtual action. The designated coach source device can provide the set of control inputs associated with the predicted virtual action, which can be used to generate audiovisual (e.g., on-screen, sound, overlay, glowing buttons) and / or haptic (e.g., associated with a specific button) notifications to the guided player. Guidance notifications can include automatic or coach-provided prompts or reminders about what control inputs are needed to perform the virtual action, or other information that may be helpful to the guided player. Such notifications may be automatically triggered when it is determined that the guided player deviates from the set of control inputs typically required to perform a virtual action, as indicated by the content control profile. For example, the guided player may have difficulty remembering how to complete a specific combo, thus deviating from the typical timing indicated by the associated content control profile. The cooperative control server 140 can detect timing deviations and automatically generate guidance notifications. In some cases, the timing of the interactive session can be modified to pause, slow down, or reverse events to allow the guided player to attempt to correctly input control inputs for the combo. This allows the player being instructed time to follow one or more prompts provided in the instruction notification before any corrective or other guidance actions are taken. In some cases, the interactive session can be paused while providing a virtual review or training session and restarted when the player is ready to try again.

[0030] In some implementations, one or more content control profiles may be part of or used as a training model for artificial intelligence (AI)-based virtual guidance. AI-based guidance models can also be customized for specific users based on specific profile data and expressed or discerned preferences. (See also: [link to relevant documentation]). Figure 2The discussion focuses on capturing data about user gameplay under different conditions and using it to generate corresponding metrics. AI-based virtual coaches can use these metrics to adapt to users, including adjusting when and how to implement different guidance actions (e.g., notification type and timing, difficulty adjustment, timing adjustment).

[0031] Figure 2 An exemplary Unified Data System (UDS) is illustrated that can be used to provide data to systems used for cooperative or guided gameplay in virtual environments. Based on the data provided by UDS 200, cooperative control server 140 can be informed of current session conditions, such as digital content titles, what virtual (e.g., in-game) objects, entities, activities, and events the user has engaged with, thereby supporting cooperative control server 140's analysis of cooperative control inputs and their coordination with current virtual interactions and / or in-game activities. Each user interaction within the virtual environment can be associated with metadata about the type of virtual interaction, location within the virtual environment, point in time within the virtual world timeline, and other players, objects, entities, etc., involved. Therefore, metadata can be tracked for any of the various user interactions that may occur during the current interactive session, including associated virtual activities, entities, settings, results, actions, effects, location, and character statistics. Such data can also be aggregated, applied to data models, and analyzed. This type of UDS data model can be used to uniformly distribute contextual information to each part of the information across digital content and / or game titles.

[0032] For example, various content titles may depict one or more objects that a user can interact with (e.g., those involved in in-game activities) and / or UGC (e.g., screenshots, videos, commentary, aggregators, etc.) created by peers, publishers of media content titles, and / or third-party publishers. Such UGC may include metadata upon which such UGC is searched. This UGC may also include information about the media and / or peers. Such peer information may be obtained from data collected during peer interaction with objects in interactive content titles (e.g., video games, interactive books, etc.) and may be “bound” to and stored with the UGC. This binding enhances the UGC because the UGC can be deeply linked (e.g., directly launched) to the object, providing information about the object and / or peers of the UGC, and / or allowing the user to interact with the UGC.

[0033] like Figure 2As shown, an exemplary console 228 (e.g., user device 150) and an exemplary server 218 (e.g., streaming server 220, activity feed server 224, user-generated content (UGC) server 232, and object server 226) are illustrated. In one example, console 228 may be implemented on platform server 120, cloud server, or any of server 218. In an exemplary example, content recorder 202 may be implemented on platform server 120, cloud server, or any of server 218. This content recorder 202 receives content (e.g., media) from interactive content header 230 and records the content onto a content ring buffer 208. Such a ring buffer 208 may store multiple content segments (e.g., v1, v2, and v3), the start time of each segment (e.g., V1_START_TS, V2_START_TS, V3_START_TS), and the end time of each segment (e.g., V1_END_TS, V2_END_TS, V3_END_TS). Such segments can be stored as media files 212 (e.g., MP4, WebM, etc.) by console 228. These media files 212 can be uploaded to streaming server 220 for storage and subsequent streaming or use; however, media files 212 can be stored on any server, cloud server, any console 228, or any user device 150. The start and end times of each segment can be stored by console 228 as content timestamp files 214. These content timestamp files 214 may also include a streaming ID that matches the streaming ID of media file 212, thereby associating content timestamp files 214 with media file 212. These content timestamp files 214 can be uploaded and stored on activity feed server 224 and / or UGC server 232; however, content timestamp files 214 can be stored on any server, cloud server, any console 228, or any user device 150.

[0034] Simultaneously with the content recorder 202 receiving and recording 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 this data to determine when an object begins and ends. The object library 204 and object recorder 206 may be implemented on platform server 120, a cloud server, or any of server 218. When the object recorder 206 detects the start of an object, it receives object data from the object library 204 (e.g., whether the object is an activity, user interaction with the activity, activity ID, activity start time, activity end time, activity result, activity type, etc.) and records the activity data onto the object circular buffer 210 (e.g., ActivityID1, START_TS; ActivityID2, START_TS; ActivityID3, START_TS). This activity data recorded onto the object circular buffer 210 may be stored in the object file 216. This object file 216 may also include activity start time, activity end time, activity ID, activity results, activity type (e.g., competition, exploration, task, etc.), and user or companion data related to the activity. For example, object file 216 may store data about items used during the activity. The object file 216 may be stored on object server 226, but it can also be stored on any server, cloud server, any console 228, or any user device 150.

[0035] Such object data (e.g., object file 216) may be associated with content data (e.g., media file 212 and / or content timestamp file 214). In one example, UGC server 232 stores content timestamp file 214 and associates it with object file 216 based on a match between the streaming ID of content timestamp file 214 and the corresponding activity ID of object file 216. In another example, object server 226 may store object file 216 and may receive queries for object file 216 from UGC server 232. Such queries can be performed by searching for the activity ID of object file 216 that matches the streaming ID of content timestamp file 214 transmitted with the query. In another example, the query can be performed by matching the start and end times of content timestamp file 214 with the start and end times of the corresponding object file 216 transmitted with the query for stored content timestamp file 214. Such object files 216 can also be associated with matching content timestamp files 214 via UGC server 232, but such association can also be performed by any server, cloud server, console 228, or user device 150. In another example, object files 216 and content timestamp files 214 can be associated via console 228 during the creation of each file 216, 214.

[0036] In an exemplary implementation, media file 212 and activity file 216 can provide the cooperative control server 140 with information about the current session conditions. This information can also be used to evaluate specific users (e.g., users requesting cooperative gameplay), match users with one or more complementary users or coaches, trigger different instructional actions, and adjust instruction (including improving the AI-based instructional model for specific or similar users). Therefore, the cooperative control server 140 can use such media file 212 and activity file 216 to identify specific conditions of the current interactive session, including the behavior of players, characters, and objects at specific locations within the virtual environment and during specific events.

[0037] Based on documents 212 and 216, for example, the cooperative control server 140 can identify relevant content control profiles associated with the current interactive session. These profiles may be specific to one or more of content titles, virtual environments, virtual scenes or in-game events (e.g., major battles with big bosses), gameplay styles, etc., and can be used to identify what intentions are associated with possible combinations of incoming control inputs from multiple source devices. Such virtual environments or other conditions can drive how incoming control inputs are grouped and combined together into sets with a specific order or timing, resulting in joint or shared control of virtual actions by a virtual character typically controlled by a single player.

[0038] Upon receiving incoming input, the cooperative control server 140 can identify portions of combos or movements that typically occur at the current virtual location and time of the virtual character or during the current event. The cooperative control server 140 can select a set of incoming inputs to combine them into a single set of control inputs with a specific order and / or timing, which may correspond to the identified combos. Furthermore, the cooperative control server 140 can select different portions of incoming control inputs to apply or not apply based on prioritization settings specifying how and under what conditions conflicting or overlapping control inputs are applied.

[0039] Figure 3 This is a flowchart illustrating an exemplary method for cooperative or guided gameplay in a virtual environment. Figure 3 Method 300 may be embodied as executable instructions in a non-transitory computer-readable storage medium, including but not limited to CDs, DVDs, or non-volatile memory such as hard disk drives. The instructions on the storage medium may be executed by a processor (or processors) such that various hardware components of a computing device hosting or otherwise accessing the storage medium implement the method. Figure 3 The steps (and their order) identified in the text are exemplary and may include various alternatives, equivalents, or derivatives of the steps, including but not limited to the order in which the steps are performed.

[0040] In step 310, content control profiles may be stored in memory (e.g., in database 160). Each content control profile may identify a set of control inputs associated with virtual actions in the virtual environment of the digital content title. Content control profiles may be further customized for specific players based on historical data captured by UDS system 200 in documents 212-216. Such customized control profiles may include player playstyle, specific hardware, historical or habitual moves or combos performed at certain points during an interactive session of the digital content title, specific hardware, and other relevant historical or habitual actions taken by the player and / or their associated avatars.

[0041] In step 320, a request for cooperative gameplay of a specified digital content title may be received, which may be associated with one of the content control profiles. The request may specify at least one user (associated with a source device) to engage in cooperative gameplay. While the request may further specify another user for co-guided or directed gameplay based on a specified prioritization scheme, the request may also specify matching the requesting user to another source device (which may be associated with another user or controlled by AI). In response to the request, the cooperative control server 140 may configure at least one avatar of the specified digital content title for joint or shared control by the multiple source devices.

[0042] In step 330, control input can be received from the plurality of source devices. Using a content control profile associated with the digital content title and checking the current conditions, the cooperative control server 140 can analyze the combinations of incoming control input together to identify expected combos or movements or other virtual actions to be taken within the virtual environment. The cooperative control server 140 can also apply certain prioritization schemes to support or not support control input from one or more of the source devices, for example, supporting the gameplay style of a guided player instead of a coach's, or switching the primary control between different control devices based on the type of combat or challenge (e.g., shooting versus hand-to-hand combat).

[0043] In step 340, a set of control input combinations can be generated based on the received incoming control inputs. Although control inputs from the multiple different source devices may be out of sync due to being input by different users / AIs and transmitted via different communication networks using different source devices, the cooperative control server 140 can still identify the expected order and timing by referring to a content control profile regarding historical or habitual movements or actions at the current point in time within the game timeline during the interactive session. Therefore, the cooperative control server 140 can apply the identified order and timing to the set of control input combinations before using it to control the virtual avatar specified for cooperative gameplay. The generation of the control input combination set allows for the simulation of what other players not participating in the cooperative gameplay would typically do to perform virtual actions in the virtual environment.

[0044] In step 350, the virtual avatar configured in step 320 can be controlled based on the generated set of control input combinations. The cooperative control server 140 can provide the generated set of control input combinations to a device hosting an interactive session, which may be... Figure 1Any of the devices shown. When the request specifies guided gameplay, additional guidance or instructions may also be provided or otherwise communicated to one or more of the source devices for presentation within the virtual environment of the interactive session. In some cases, the designated coach may initiate audiovisual or haptic notifications, implement training wheel modes to prevent deviations from the in-game path (e.g., fatal errors, injuries, and / or death), adjust the timeline to pause, slow down, rewind, or reverse virtual actions or events, and apply adaptive corrections that may differ under different conditions.

[0045] Figure 4 This diagram illustrates an exemplary implementation of cooperative or guided gameplay in a virtual environment. As shown, different user devices 150A-C (e.g., corresponding to different controllers) can participate in cooperative gameplay, which also includes a guiding AI 410. Both the guiding AI 410 and the cooperative control server 140 can refer to one or more applicable content control profiles 420 to assess the current state and conditions of the current interactive session and identify what movements or actions the user of user devices 150A-B might want to take in this context.

[0046] As further illustrated, control input data can be provided from user devices 150A-B and the guiding AI 410 to a cooperative control server 140, which can interpret the data according to an applicable content control profile to generate a set of control input combinations with a specific order and timing (e.g., simulating a single player's control input for a specific movement or combo). The generated set of control input combinations can be provided to control the virtual avatar 430 in different ways during the virtual avatar timeline 440 of an interactive session. As shown, the virtual avatar timeline 440 can include multiple time periods 450A-D during which different user devices 150A-B can exercise primary or prioritized control over the virtual avatar 430. For example, during time period 450A, the cooperative control server 140 can identify conditions associated with prioritizing control input from user devices 150A according to a prioritization scheme, while time period 450B can include conditions associated with prioritizing gesture input (associated with any user of user devices 150A-B) and different controller input from user devices 150B. Similarly, time period 450C can be associated with priority processing of control inputs from user device 150A, while time period 450D can be associated with priority processing of control inputs from user device 150B.

[0047] When user devices 150A-B and their combinations are unable to perform the expected combo moves or other virtual actions in the virtual environment, control input from the guidance AI 410 can serve as a supplement or provide a backup option. The guidance AI 410 can also provide instructional and other relevant guidance and notifications to assist users of user devices 150A-B in providing correct control input. The same or different guidance content can be provided to each user device 150A-B according to the individual needs of the users.

[0048] Figure 5 This is a block diagram of an exemplary electronic entertainment system that can be used in embodiments of the present invention. Figure 5 The entertainment system 500 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 also includes an operating system read-only memory (OS ROM) 555, a sound processing unit 560, an optical disc control unit 570, and a hard disk drive 565, all connected to the I / O processor 525 via a bus 575.

[0049] Entertainment system 500 may be a video game console. Alternatively, entertainment system 500 may be implemented as a general-purpose computer, set-top box, handheld gaming device, tablet computing device, mobile computing device, or mobile phone. Entertainment system may contain more or fewer operating parts depending on its specific form factor, purpose, or design.

[0050] Figure 5 The CPU 510, vector unit 515, graphics processing unit 520, and I / O processor 525 communicate via system bus 585. Furthermore, Figure 5 The CPU 510 communicates with the main memory 505 via a dedicated bus 580, while the vector unit 515 and the graphics processing unit 520 communicate via a dedicated bus 590. Figure 5 The CPU 510 executes programs stored in the OS ROM 555 and main memory 505. Figure 5 The main memory 505 may contain pre-stored programs and programs transferred from a CD-ROM, DVD-ROM, or other optical disc (not shown) via an optical disc control unit 570 using an I / O processor 525. Figure 5 The I / O processor 525 also allows the introduction of content delivered via wireless or other communication networks (e.g., 4G, LTE, 3G, etc.). Figure 5The I / O processor 525 primarily controls the 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.

[0051] Figure 5 The graphics processing unit 520 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, Figure 5 The vector unit 515 can transform an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 520. Furthermore, the sound processing unit 560 executes instructions to generate sound signals, which are output to an audio device such as a speaker (not shown). Other devices can be connected to the entertainment system 500 via a USB interface 545 and an IEEE 1394 interface 550, such as a wireless transceiver; the USB interface and the IEEE interface may also be embedded in the system 500 or as part of another component such as a processor.

[0052] Figure 5 The user of the entertainment system 500 provides instructions to the CPU 510 via the controller interface 535. For example, the user may instruct the CPU 510 to store certain game information on the memory card 540 or other non-transitory computer-readable storage medium, or instruct a character in the game to perform a specific action.

[0053] This invention can be implemented in applications that can be operated by various end-user devices. For example, the end-user device could be a personal computer, a home entertainment system (e.g., Sony...). or Sony or Sony ), portable gaming devices (e.g., Sony) or Sony (This refers to various home entertainment systems from different, lesser-known manufacturers.) The methods of the invention described herein are intended to be operable on a wide variety of devices. The invention can also be implemented in a title-neutral manner, wherein embodiments of the system can be utilized across multiple titles from various publishers.

[0054] This invention can be implemented in applications that can be operated using various devices. A non-transitory computer-readable storage medium refers to any one or more media that participate in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including but not limited to non-volatile and volatile media, such as optical discs or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tape, any other magnetic media, CD-ROMs, digital video discs (DVDs), any other optical media, RAM, PROMs, EPROMs, FLASH EPROMs, and any other memory chips or cassette tapes.

[0055] Various forms of transmission media can be used to transfer one or more sequences of one or more instructions to the CPU for execution. A bus transfers data to the system RAM, from which the CPU retrieves and executes instructions. Instructions received from the system RAM may optionally be stored on a disk before or after execution by the CPU. Similarly, various forms of storage devices, along with the necessary network interfaces and topologies, can be implemented to achieve the same purpose.

[0056] The foregoing detailed description of the technology has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise forms disclosed. In view of the above teachings, many modifications and variations are possible. The described embodiments were chosen 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 make various modifications suitable for the intended particular purpose. The scope of the technology is intended to be defined by the claims.

Claims

1. A method for engaging in cooperative gameplay in a virtual environment, the method comprising: The content control profile is stored in memory, wherein the content control profile identifies input-specific control input sets associated with virtual actions performed by one or more virtual avatars in a virtual environment of digital content titles; Requests are received from one or more groups of users for cooperative gameplay of digital content titles, wherein the group of one or more users are associated with multiple different source devices; In response to the request, at least one virtual avatar is generated within the virtual environment for an interactive session of the digital content title, wherein the at least one virtual avatar is configured to be controlled by multiple different source devices associated with a group of one or more different users for cooperative gameplay. Each of the plurality of different source devices receives a different set of control inputs, wherein at least one of the different sets of control inputs input by at least one of the different users to the corresponding source device in the different source devices is prioritized, and wherein at least one of the control inputs from the control input set of another source device in the source devices is designated as a coach associated with a specified level of control. By referring to the content control profile, the control input set of at least one priority process from the at least one user is identified as being associated with the intent to perform the virtual action, including when the control input set of the at least one priority process corresponds to an incorrect input to the particular control input set, wherein the incorrect input to the intended virtual action is identified based on the content control profile; Based on the specified level of control, using at least one set of control inputs from the specified coach as backup, a set of control input combinations including the different control input sets is generated, wherein generating the control input combination set includes applying a specific order and timing to the control inputs from different sets when combined within the combination set according to the content control profile; and The execution of the virtual action is initiated by at least one virtual avatar within the virtual environment, based on the different sets of control inputs combined within the control input combination set.

2. The method of claim 1, wherein the control input set corresponds to at least one combo associated with the digital content title, and the content control profile specifies, in order and timing, that the at least one combo is associated with inputting the control input set into the game controller.

3. The method as described in claim 1, wherein, The request designates one of the source devices as a coach, and the method further includes generating a guidance notification within the virtual environment based on a set of control inputs received from the source device designated as the coach.

4. The method of claim 3, further comprising predicting that the at least one set of control inputs input by the at least one user is about to deviate from the specific set of control inputs identified in the content control profile, wherein the guidance notification is generated based on the prediction.

5. The method of claim 3, wherein the designated source device includes an artificial intelligence (AI)-based virtual coach configured to complement the at least one user, and wherein the set of control inputs from the designated source device including the AI-based virtual coach is provided to supplement the at least one set of control inputs input by the at least one user based on the content control profile.

6. The method of claim 1, further comprising customizing the content control profile for the at least one user associated with the request, wherein the content control profile is customized based on performance data associated with the at least one user during an interactive session of the digital content title.

7. The method of claim 1, wherein controlling the virtual actions of the at least one virtual avatar includes preventing the at least one virtual avatar from deviating from the specific set of control inputs identified in the content control profile.

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

9. The method of claim 1, further comprising identifying one or more impending events within the virtual environment based on the content control profile and generating a notification to one or more source devices, wherein the received different sets of control inputs respond to the notification.

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

11. The method of claim 1, wherein the at least one set of priority control inputs from the at least one user are prioritized until a triggering condition associated with a specific set of inputs for the intended virtual action is detected.

12. A system for cooperative gameplay in a virtual environment, the system comprising: The memory stores a content control profile, wherein the content control profile identifies input to a specific set of control inputs associated with virtual actions performed by one or more virtual avatars in a virtual environment of digital content titles; A communication interface that communicates with multiple different source devices via a communication network, wherein the communication interface receives requests from one or more groups of users regarding cooperative gameplay of digital content titles, wherein the multiple different source devices are associated with the one or more different groups of users; and Processor, the processor executing instructions stored in memory, wherein the processor executing the instructions to: In response to the request, at least one virtual avatar is generated for an interactive session of the digital content title, wherein the at least one virtual avatar is configured to be controlled by a plurality of different source devices associated with the group of one or more different users, wherein the communication interface receives a different set of control inputs from each of the plurality of different source devices, wherein at least one of the different control input sets input by at least one of the different users to the corresponding source device of the different source devices is prioritized, and wherein at least one of the control input sets from another source device is designated as a coach associated with a specified level of control; By referring to the content control profile, the at least one set of control inputs from the at least one user for prioritization is identified as being associated with the intent to perform the virtual action, including when the control input set of the at least one prioritization corresponds to an incorrect input of the particular control input set, wherein the incorrect input of the intended virtual action is identified based on the content control profile; Based on the specified level of control, using at least one set of control inputs from the specified coach as backup, a set of control input combinations including the different control input sets is generated, wherein generating the control input combination set includes applying a specific order and timing to the control inputs from different sets when combined within the combination set according to the content control profile; and The execution of the virtual action is initiated by at least one virtual avatar within the virtual environment, based on the different sets of control inputs combined within the control input combination set.

13. The system of claim 12, wherein the control input set corresponds to at least one combo associated with the digital content title, and the content control profile identifies, based on the specific order and timing, the at least one combo as associated with inputting the control input set into the game controller.

14. The system of claim 12, wherein the request designates one of the source devices as a coach, and wherein the processor executes further instructions to generate a guidance notification within the virtual environment based on a set of control inputs received from the source device designated as the coach.

15. The system of claim 14, wherein the processor executes further instructions to predict that the at least one set of control inputs input by the at least one user is about to deviate from the specific set of control inputs identified in the content control profile, wherein the guidance notification is generated based on the prediction.

16. The system of claim 14, wherein the designated source device includes an artificial intelligence (AI)-based virtual coach configured to complement the at least one user, and wherein the set of control inputs from the designated source device including the AI-based virtual coach is provided to supplement the at least one set of control inputs input by the at least one user based on the content control profile.

17. The system of claim 12, wherein the processor executes further instructions to customize the content control profile for the at least one user associated with the request, wherein the customization of the content control profile is based on performance data associated with the at least one user during the digital content title interactive session.

18. The system of claim 12, wherein the processor controls the virtual actions of the at least one virtual avatar by preventing the at least one virtual avatar from deviating from the specific set of control inputs identified in the content control profile.

19. The system of claim 12, wherein the processor controls the virtual actions of the at least one virtual avatar by modifying the timeline of the virtual environment, and wherein the virtual actions are performed within the modified timeline.

20. The system of claim 12, wherein the processor executes further instructions to identify one or more impending events within the virtual environment based on the content control profile and generate a notification to one or more source devices, wherein the received different sets of control inputs respond to the notification.

21. The system of claim 12, wherein the different source devices include a plurality of different user devices corresponding to different hardware controllers.

22. A non-transitory computer-readable storage medium having a program embodied thereon, the program being executable by a processor to perform a method for cooperative gameplay in a virtual environment, the method comprising: The content control profile is stored in memory, wherein the content control profile identifies input-specific control input sets associated with virtual actions performed by one or more virtual avatars in a virtual environment of digital content titles; Requests are received from one or more groups of users for cooperative gameplay of digital content titles, wherein the group of one or more users are associated with multiple different source devices; In response to the request, at least one virtual avatar is generated for an interactive session of the digital content title, wherein the at least one virtual avatar is configured to be controlled by multiple different source devices associated with the group of one or more different users in a cooperative gameplay manner; Each of the plurality of different source devices receives a different set of control inputs, wherein at least one of the different sets of control inputs input by at least one of the different users to the corresponding source device in the different source devices is prioritized, and wherein at least one of the control inputs from the control input set of another source device in the source devices is designated as a coach associated with a specified level of control. By referring to the content control profile, the control input set of at least one priority process from the at least one user is identified as being associated with the intent to perform the virtual action, including when the control input set of the at least one priority process corresponds to an incorrect input to the particular control input set, wherein the incorrect input to the intended virtual action is identified based on the content control profile; Based on the specified level of control, using at least one set of control inputs from the specified coach as backup, a set of control input combinations including the different control input sets is generated, wherein generating the control input combination set includes applying a specific order and timing to the control inputs from different sets when combined within the combination set according to the content control profile; and The execution of the virtual action is initiated by at least one virtual avatar within the virtual environment, based on the different sets of control inputs combined within the control input combination set.

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