A method, apparatus and computer program for facilitating communication between users of a multiplayer gaming environment
The apparatus and method enhance multiplayer gaming communication by allowing players to input commands that generate sensory outputs on other players' controllers, addressing isolation issues and improving task completion in diverse gaming environments.
Patent Information
- Application Number
- GB2024005894
- Authority / Receiving Office
- GB · GB
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-26
- Publication Date
- 2025-10-29
AI Technical Summary
Players in multiplayer gaming environments face challenges in communicating effectively with each other, leading to isolation and difficulty in completing tasks, especially when located in different physical locations.
An apparatus and method that facilitates communication by allowing users to provide inputs at their controllers, which cause corresponding sensory outputs, such as haptic, audio, or visual feedback, to be produced at the controllers of other players, using a data structure or trained model to determine the appropriate outputs based on inputs.
Enables quick and reliable communication between players without requiring additional devices, enhancing the gaming experience by allowing natural and efficient interaction through controller-based sensory outputs.
Smart Images

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Abstract
Description
BACKGROUND Field of the Disclosure The present disclosure relates to a method, apparatus and computer program for facilitating communication between users of a multiplayer gaming environment. Description of the Related Art The “background” description provided herein is for the purpose of generally presenting the context of the disclosure. Work of the presently named inventors, to the extent it is described in the background section, as well as aspects of the description which may not otherwise qualify as prior art at the time of filing, are neither expressly or impliedly admitted as prior art against the present invention. Software, such as videogames, typically require a user to perform a certain action or control as an input. The software then takes this input and performs certain processing operations in response to the input. The software then produces an output as a result of the processing which has been performed. Taking videogames as an example, a user (also known as a player) may provide one or more inputs to control a character within a videogame environment Such inputs may be provided using one or more controller devices (e.g. handheld controllers) and / or other similar peripheral devices. Processing may then be performed in response to the input to control the character. Some videogames can be played by more than one player. That is, some videogames share a gaming environment between different players (so-called multiplayer gaming environments). These multiplayer gaming environments can be very large (including a large number of different players). These multiplayer gaming environments can also be very small (including only a small number of different players). Multiplayer gaming environments can also include gaming environments shared between two players. When playing a game in a multiplayer environment, the different players may be located in a same physical location. Alternatively, at least some of the players may be located in different physical locations. Therefore, it can be difficult for the different players of a multiplayer gaming environment to communicate with each other during gameplay of the videogame. Accordingly, a player of the videogame may become isolated from other players of the videogame. Moreover, it can be difficult to perform or complete certain tasks within the videogame environment when communication between the different players of the videogame is restricted. It is an aim of the present disclosure to address these issues. SUMMARY A brief summary about the present disclosure is provided hereinafter to provide a basic understanding related to certain aspects of the present disclosure. Embodiments of the present disclosure are defined by the independent claims. Further aspects of the disclosure are defined by the dependent claims. In accordance with embodiments of the disclosure, communication between players within a multiplayer gaming environment can be performed with improved speed and reliability. The present disclosure is not particularly limited to these advantageous technical effects. Other technical effects will become apparent for the skilled person when reading the disclosure. BRIEF DESCRIPTION OF THE DRAWINGS A more complete appreciation of the disclosure and many of the attendant advantages thereof will be readily obtained as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings, wherein: Figure 1 illustrates an apparatus in accordance with embodiments of the disclosure; Figure 2 illustrates an entertainment system in accordance with embodiments of the disclosure; Figure 3 illustrates an example configuration of an apparatus in accordance with embodiments of the disclosure; Figure 4 illustrates an example multiplayer gaming environment in accordance with embodiments of the disclosure; Figure 5A illustrates an example data structure in accordance with embodiments of the disclosure; Figure 5B illustrates an example trained model in accordance with embodiments of the disclosure; Figure 6 illustrates an example method in accordance with embodiments of the disclosure. DESCRIPTION OF THE EMBODIMENTS: Referring to Figure 1, an apparatus 1000 (an example of an information processing device) according to embodiments of the disclosure is shown. Typically, an apparatus 1000 according to embodiments of the disclosure is a computer device such as a personal computer, an entertainment system or video game console, or a terminal connected to a server. Indeed, in embodiments, the apparatus may also be a server. The apparatus 1000 is controlled using a microprocessor or other processing circuitry 1002. In some examples, the apparatus 1000 may be a portable computing device such as a mobile phone, laptop computer or tablet -computing device. The processing circuitry 1002 may be a microprocessor carrying out computer instructions or may be an Application Specific Integrated Circuit. The computer instructions are stored on storage medium 1004 which maybe a magnetically readable medium, optically readable medium or solid state type circuitry. The storage medium 1004 may be integrated into the apparatus 1000 or may be separate to the apparatus 1000 and connected thereto using either a wired or wireless connection. The computer instructions may be embodied as computer software that contains computer readable code which, when loaded onto the processor circuitry 1002, configures the processor circuitry 1002 to perform a method according to embodiments of the disclosure. Additionally, an optional user input device 1006 is shown connected to the processing circuitry 1002. The user input device 1006 may be a touch screen or may be a mouse or stylist type input device. The user input device 1006 may also be a keyboard, controller, or any combination of these devices. In some examples, the user input device 1006 may be a microphone or other device. The user to may then provide input via sounds or speech. A network connection 1008 may optionally be coupled to the processor circuitry 1002. The network connection 1008 may be a connection to a Local Area Network or a Wide Area Network such as the Internet or a Virtual Private Network or the like. The network connection 1008 may be connected to a server allowing the processor circuitry 1002 to communicate with another apparatus in order to obtain or provide relevant data. The network connection 1002 may be behind a firewall or some other form of network security. Additionally, shown coupled to the processing circuitry 1002, is a display device 1010. The display device 1010, although shown integrated into the apparatus 1000, may additionally be separate to the apparatus 1000 and may be a monitor or some kind of device allowing the user to visualize the operation of the system (e.g. a display screen or a head mounted display). In addition, the display device 1010 may be a printer, projector or some other device allowing relevant information generated by the apparatus 1000 to be viewed by the user or by a third party. Consider, now, Figure 2 of the present disclosure. Figure 2 illustrates an example of an entertainment system. The entertainment system 10 is a computer or console. The entertainment system 10 comprises a central processor or CPU 20. The entertainment system also comprises a graphical processing unit or GPU 30, and RAM 40. Two or more of the CPU, GPU, and RAM may be integrated as a system on a chip (SoC). Further storage may be provided by a disk 50, either as an external or internal hard drive, or as an external solid state drive, or an internal solid state drive. The entertainment device may transmit or receive data via one or more data ports 60, such as a USB port, Ethernet® port, Wi-Fi® port, Bluetooth® port or similar, as appropriate. It may also optionally receive data via an optical drive 70. Audio / visual outputs from the entertainment device are typically provided through one or more A / V ports 90 or one or more of the data ports 60. Where components are not integrated, they may be connected as appropriate either by a dedicated data link or via a bus 100. An example of a device for displaying images output by the entertainment system is a head mounted display ‘HMD’ 120, worn by a user 1. Interaction with the system is typically provided using one or more handheld controllers 130, and / or one or more VR controllers (130A-L.R) in the case of the HMD. As explained in the Background, some videogames can be played by more than one user. That is, some videogames share a gaming environment between different users (so-called multiplayer gaming environments). These multiplayer gaming environments can be very large (including a large number of different users). These multiplayer gaming environments can also be very small (including only a small number of different users). Multiplayer gaming environments can also include gaming environments shared between two users. In some multiplayer gaming environments, a number of different users may be on a same “team”. Users on a same team may have to work cooperatively together in order to achieve certain tasks within the videogame. Alternatively or in addition, some users may be on a different team to other users playing the videogame. Users on different teams may have to play competitively against each other within the gaming environment. When playing a game in a multiplayer environment, the different users may be located in a same physical location. Alternatively, at least some of the users may be located in different physical locations. Therefore, it can be difficult for the different users of a multiplayer gaming environment to communicate with each other during gameplay of the videogame. Accordingly, a user of the videogame may become isolated from other players of the videogame, finding it difficult to communicate with the other users. Moreover, it can be difficult to perform or complete certain tasks within the videogame environment when communication between the different users of the videogame is restricted As such, there is a desire to facilitate communication between users of a multiplayer gaming environment. Accordingly, an apparatus, method and computer program are provided in accordance with embodiments of the disclosure. <Apparatus> Consider, now, Figure 3 of the present disclosure. Figure 3 of the present disclosure illustrates an example configuration of an apparatus in accordance with embodiments of the disclosure. The apparatus 3000 illustrated in Figure 3 is an example of an apparatus which can be used for facilitating communication between users of a multiplayer gaming environment. The apparatus may be implemented as part of an entertainment system as described with reference to Figure 2 of the present disclosure. In examples, the apparatus may be implemented as part of a server. The apparatus 3000 illustrated in Figure 3 of the present disclosure comprises processing circuitry 3002. The processing circuitry of apparatus 3000 is configured to receive, at a controller of a first user from amongst the users of the multiplayer gaming environment, an input from the first user; determine at least one sensory output associated with the input received from the first user; and cause a controller of at least one second user, the second user being from amongst the users of the multiplayer gaming environment and being associated with the first user, to produce the at least one sensory output in response to the input from the first user. Thus, apparatus 3000 provides an example of an apparatus for facilitating communication between users of a multiplayer gaming environment in accordance with embodiments of the disclosure. In accordance with embodiments of the disclosure, communication between users (also known as players) within the multiplayer gaming environment can be performed more quickly and reliably than before. This is because a user can perform an input at their controller which causes a sensory output to be produced at the controller of one or more other users. Accordingly, the first user can quickly and reliably communicate with the other users by causing a desired sensory output to be produced at the controller of the other users. Moreover, since the sensory output at the controller of the other user can be produced through input at the controller (being a device with which the user is providing input to the videogame) the 4 user can easily cause a sensory output to be provided at the controller of the other user (or users) without interruption or distraction from the videogame. In examples, the input from the first user can include a button press. For example, the first user can press a button on their controller to cause a sensory output at the controller of the second user. However, the present disclosure is not particularly limited in this respect. In examples, the input from the first user can include one or more from a list comprising: a button press, a sequence of button presses (such as a predetermined sequence of button presses), a combination of button presses (for example, pressing a first and second button of the controller at the same time), a motion input or a sound input (such as a spoken command). Indeed, any suitable input which can be detected by the controller of the first user can be used as an input in accordance with embodiments of the disclosure. In examples, the process of determining the at least one sensory output associated with the input of the first user can include a comparison of the input which has been provided with a data structure associating each input with a corresponding sensory output. In examples, the data structure can include a calibration table. In examples, the calibration table can be generated by the first user during a calibration phase. In examples, the process of determining the at least one sensory output associated with the input of the first user can include the use of a trained model. In examples, the sensory output can include a haptic output produced by the controller of the second user. In examples, the sensory output can include an audio output produced by the controller of the second user. In examples, the sensory output can include a visual output produced by the controller of the second user. In examples, the sensory output can be produced at a controller of each of a plurality of second users. In examples, a different sensory output can be produced for different second users amongst a plurality of second users. For example, second users who are on a same team within the videogame as the first user may receive a first type of sensory output, while second users who are on a different team than the first user may receive a second, different, type of output compared to the second users on the same team as the first user. Since the sensory output is produced at the controller of the other user (or users) the sensory output can be provided more naturally to the other users (without requiring the other users to use an additional device). This further facilities the effectiveness of the communication between users. It will be appreciated that the present disclosure is not particularly limited to the specific configuration of the apparatus as described with reference to Figure 3 of the present disclosure. The apparatus 3000 may for example be provided as part of any of one or more of a server device and a user device. In some examples, the functionality of the apparatus 3000 may be performed in a distributed manner using two or more respective processing devices. Moreover, the functionality of the apparatus 3000 may be performed by a number of discrete processing nodes (processing units). Hence more generally, the circuitry 3002 may in some cases be implemented in a distributed fashion using one or more (e.g. a plurality) of processing devices operable to communicate with each other via one or more wired and / or wireless networks. Further features of embodiments of the disclosure will now be described with reference to an example multiplayer gaming environment. <Example lmplementation> Consider, now, Figure 4 of the present disclosure. Figure 4 illustrates an example multiplayer gaming environment in accordance with embodiments of the disclosure. That is, the example of Figure 4 provides an example where a number of different users are playing a videogame in a multiplayer gaming environment. In this example, a first user 4000, a second user 4002 and a third user 4004 are playing a videogame together in a multiplayer gaming environment. The type of videogame being played by the users is not particularly limited. For example, the videogame may be any type of videogame such as an action videogame, an adventure videogame, a driving videogame, a strategy videogame, a shooter type videogame or the like. Moreover, the videogame may be a massively multiplayer game, where a very large number of users play the videogame together in a multiplayer gaming environment (which may be hosted on a server). Alternatively, the videogame may be a smaller multiplayer game, where only a small number of users (even two users) play the videogame together in a multiplayer gaming environment. Therefore, while the example of Figure 4 is described with reference to an example with only three users, it will be appreciated that the embodiments of the disclosure are not particularly limited in this regard and may equally be applied to a situation with any number of users (including a number of user significantly larger than the number of users illustrated in this example). In this example, each user is playing the videogame using their own entertainment system. The entertainment system may be an entertainment system as described with reference to Figure 2 of the present disclosure. However, the present disclosure is not particularly limited in this regard. More generally, the users can be playing the videogame using any suitable platform or computational device. Moreover, some users may be playing the videogame on a first type of device while other users may be playing the same videogame on a different type of device. As such, embodiments of the disclosure are not particularly limited to the situation illustrated with reference to Figure 4 of the present disclosure, where each use is playing the videogame on their own entertainment system. Now, as illustrated in Figure 4, the first user 4000 is playing the videogame on the entertainment system 4000A. The first user 4000 can provide one or more input instructions using controller 4000B in order to control their character within the videogame. A display 4000C (such as a screen) displays the videogame to the user 4000. Even though the first user 4000 is playing the videogame using their own entertainment system, the videogame itself is hosted, at least in part, on a server 4006. The server 4006 is connected to the entertainment system 4000A of the first user using any suitable wired or wireless communication. For example, the entertainment system 4000A of the first user may communicate with the server 4006 over a network such as the internet. While, in this example, the videogame is hosted, at least in part, on the server 4006 in this example, it will be appreciated that the present disclosure is not particularly limited in this regard. In examples, the videogame may be hosted, at least in part, on the entertainment system of one or more of the users. Therefore, the present disclosure is not particularly limited in this respect. In embodiments of the disclosure, the controller is a device with which the user can provide inputs which will control certain elements within the videogame. For example, the user can use the controller in order to control a character within the videogame. Alternatively or in addition, the user can use the controller in order to control menu options within the videogame. Alternatively or in addition, the user can use the controller in order to change settings within the videogame. Alternatively or in addition, the user can use the controller to interact with objects, people or characters within the videogame environment. More generally, the controller is a device which can be used in order to provide any suitable input for control of the videogame. The type of the controller is not particularly limited in accordance with embodiments of the disclosure and may vary depending on the situation to which embodiments of the disclosure are applied. In some examples, the controller may be a device such as controller 130 described with reference to Figure 2 of the present disclosure. In some examples, the controller may be a device such as device 130A-L and / or 130A-R as described with reference to Figure 2 of the present disclosure. In some examples, the controller may be a joystick, a steering wheel, a pedal, a mouse, a keyboard or the like. Some controllers may have motion sensing capability such that input can be provided through a motion performed by the user. Therefore, the type of controller used by the user to provide inputs to the videogame is not particularly limited in accordance with embodiments of the disclosure. Returning to the example of Figure 4, it will be appreciated that while the user’s 4000, 4002 and 4004 are playing the videogame together in a multiplayer gaming environment, the user’s may not necessarily be located in a same physical location. Rather, in examples, the user’s may be playing the videogame from different physical locations with their respective devices connected to the central server with any suitable wired or wireless connection. Indeed, in the example of Figure 4, each of the different users 4000, 4002 and 4004 is located at a different physical location. For example, the user 4000 may be located in a first building, while the users 4002 and 4004 may be located in a second and third building respectively. However, in examples, at least some of the different users may be located in a same physical environment. Now, in this example, the users 4000, 4002 and 4004 are playing an action videogame together. That is, each user may control an individual character in the action videogame within a multiplayer gaming environment. That is, the characters which are controlled by the users 4000, 4002 and 4004 exist within a shared videogame environment (a multiplayer environment) which means that these characters can interact within the game. By way of an example, the first user 4000 may provide an input via their controller 4000B to control their character within the videogame. The first user 4000 may cause their character to interact with the character of the second or third user within the videogame, since the users are playing the videogame in a shared multiplayer gaming environment. While playing the videogame, a user (such as user 4000) may wish to communicate with one or more other users (such as user 4002 and / or user 4004). There are many reasons concerning why the user 4000 may wish to communicate with the other users of the videogame. In examples, the user may wish to communicate with the other users in order to talk about the videogame. In examples, the user may wish to communicate with the other users in order to enhance the shared experience of the videogame. In examples, the user may wish to communicate with other users in order to discuss gameplay; this may include discussing or sharing tactics for the videogame and / or to discuss or otherwise share an opinion regarding an event which has happened within the videogame. In examples, the user may wish to celebrate an event which has happened within the videogame. In examples, a user may wish to taunt other users who are playing the videogame. As previously explained, in accordance with embodiments of the disclosure, user 4000 may provide an input at their controller 4000B, which will cause a sensory output to be produced by the controller of one or more other users. In this example, the user 4000 wishes to communicate with the user 4002. Accordingly, the user may provide an input at their controller 4000B which will cause a sensory output to be produced by the controller of the user 4002. The controller of the user 4002 is not particularly limited. That is, similar to the controller of the user 4000, the controller of the user 4002 can include any type of controller. Indeed, the type of controller used by the user 4002 (or any user playing the multiplayer game) is not particularly limited and may vary depending on the situation to which embodiments of the disclosure are applied. Nevertheless, it will be appreciated that the controller of the user 4002 is a controller which is capable of producing at least one type of sensory output. The sensory output can include haptic output. Haptic output can include vibration from a motor, for example. More generally, haptic output (or haptic feedback) can include any sensation which can be detected by a person’s sense of touch. The sensory output can also include visual output. Visual output can include a particular light or light element being illuminated on the controller of a second user in response to a certain input at the controller of the first user. The sensory output can also include audio output. Audio output can include a sound generated by a speaker of the controller of the second user in response to an input at the controller of the first user. For example, the first user may provide a first input at their controller, which will cause a certain sound (such as a warning sound, a notification sound or the like) to be produced by the controller of the second user. In examples, the sound can include speech. In examples, the speech can be predetermined or pre-recorded speech. In examples, the speech can include audio being spoken by the first user. As an example, the user 4000 may provide a certain input at their controller 4000A, which causes audio spoken by the user 4000 (captured, for example, by an audio capture device in the controller) to be produced as a sensory output (sound output) at the controller of one or more secondary users. In this way, a user may speak into a microphone of their handheld controller and hold a button (or provide some other input) which causes the speech to be output by a speaker of another handheld controller (the controller of the one or more other users). In this way, the controller speakers can be specifically used for voice chat between users in the multiplayer gaming environment. This further facilitates communication between users. In other examples, the sensory output (such as haptic, audio or visual output) may include a signal (such as a certain sound) which is known to certain other players in the multiplayer gaming environment. This enables users to communicate with each other in a more covert manner when multiple users share a same physical space. The type of input which is provided by the user 4000 at the controller 4000A is not particularly limited and may vary depending on the situation to which the embodiments of the disclosure are applied. In examples, the input provided by the user may include one or more from a list comprising: a button press, a sequence of button presses, a combination of button presses, a motion input, a sound input. The type of input which is provided by the user to cause the sensory output to be produced at the controller of the other user may vary depending on the situation to which embodiments of the disclosure are applied. For example, the type of input which is provided may depend on the type of the controller used by the player. In examples, the type of input which is provided may depend on the type of videogame being played by the user. Returning to the example of Figure 4, the user 4000 may press a combination of buttons on their controller which causes a sensory output to be produced by the controller of the user 4002. This enables the first user to quickly and reliably communicate with the user 4002 during gameplay. The way in which the sensory output associated with the input received from the first user is determined is not particularly limited in accordance with embodiments of the disclosure. In some examples, a data structure may be provided, detailing a mapping between an input and corresponding sensory output. Notably, in examples only specific inputs may be associated with a corresponding sensory output. For example, certain input instructions may be related to gameplay commands (used, by the user, for controlling their player in the videogame). Accordingly, these certain input instructions may not necessarily be associated with a sensory output. Rather, in examples, only certain dedicated input instructions provided by the user 4000 may be associated with a corresponding sensory output at the controller of the other user. Consider now Figure 5A of the present disclosure. Figure 5A of the present disclosure illustrates an example data structure in accordance with embodiments of the disclosure. The example data structure can be used for determining a sensory output associated with the input received from the first user in accordance with embodiments of the disclosure. In this example, the user can use either a first button (button 1) and / or a second button (button 2) of their controller for causing a sensory output to be produced at the controller of a second user. In this example, the sensory output which will be produced depends on the input which has been provided. That is, different inputs are associated with different outputs. That is, in this example, the combination of button 1 and button 2 (i.e. button 1 and button 2 pressed at the same time) is associated with a first type of haptic output (haptic output 1). This may be a certain vibration pattern to be reproduced at the controller of the second user. However, button 1 pressed on its own is associated with a second type of haptic output (haptic output 2) to be reproduced at the controller of the second user. This may be a different vibration pattern than the vibration pattern which is produced when button 1 and button 2 are pressed in combination. On the other hand, when button 2 pressed on its own, an audio output (audio output 1) is produced at the controller of the second user. Finally, in this example, button 1 pressed in sequence with button 2 (e.g. button 1 then button 2) is associated with a visual output (visual output 1) to be produced at the controller of the second user. Therefore, but providing a different input at the controller 4000B, the user 4000 can cause a different type of sensory output to be produced at the controller of the second user. This enables the user 4000 to quickly and efficiently communicate with the second user (e.g. user 4002). For example, haptic output 1 (associated with the combination of buttons 1 and 2) may be a sudden vibration which can be used to attract the attention of user 4002. On the other hand, haptic output 2 (associated with button 1 pressed on its own) may be a vibration on a certain side of the controller of the user 4002 (e.g. the left hand side) which can thus be used to indicate to the user 4002 a direction to travel within the videogame environment. However, it will be appreciated that the association between the input and the corresponding sensory output is not particularly limited to the example described with reference to Figure 5A of the present disclosure. Indeed, the association between the input and corresponding output may vary depending on the situation to which embodiments of the disclosure are applied. In examples, a calibration phase may be provided. The calibration phase may enable the user to calibrate the control such that the user can adapt the association between the input and sensory output. For example, during calibration, the user may provide an instruction to associate the combination of button 1 and button 2 with an audio output. Therefore, the user can use the calibration phase to adapt the association between input and sensory output. This enables the user to tailor the association in accordance such that they can more easily provide a desired sensory output to a user. This further facilities communication between users within a multiplayer gaming environment. Moreover, not only may the calibration phase be used in order to change the association between the input and the sensory output, it may also be used to change the sensory output itself. That is, during the calibration phase, the user may select or define any suitable sensory output to be provided with any suitable input or combination of input instructions. This further improves the flexibility of the communication and thus further facilitates communication between users within a multiplayer gaming environment. In examples, the calibration phase may be activated a first time the user plays the videogame. In examples, the user may activate the calibration phase at any given time during the gameplay. In examples, the user may link different calibrations to different profiles. In examples, the use may link different calibrations to different games. This ensures that the user can use the most relevant calibration for any given situation. While the example of Figure 5A has been described with reference to an input including at least one (predetermined) button press, it will be appreciated that the present disclosure is not particularly limited in this regard. More generally, embodiments of the present disclosure may be applied to a situation including any type of input instruction from the user. For example, a motion input may be used in order to provide a sensory output users. The motion input may include a certain motion of the controller held by the user. Alternatively, a sound input (such as a voice instruction) may be used in order to provide a sensory output to other users. Furthermore, while the example of Figure 5A illustrates an example whereby a data structure is used in order to determine the sensory output associated with a certain input provided by the user, it will be appreciated that the present disclosure is not particularly limited in this regard. Indeed, any suitable way of determining the sensory output associated with the input can be used in accordance with embodiments of the disclosure. In examples, a trained model may be used in order to determine the sensory output which should be provided. Consider, now, Figure 5B of the present disclosure. Figure 5B illustrates an example trained model which can be used in accordance with embodiments of the disclosure. Figure 5B shows a trained model which can be used in order to determine the sensory output which should be processed when a user provides a certain input instruction. In examples, the trained model may include a machine learning model. In examples, the methods and techniques herein may at least partly be implemented using a supervised machine learning model. The supervised learning model is trained using labelled training data to learn a function that maps inputs (typically provided as feature vectors) to outputs (i.e. labels). The labelled training data comprises pairs of inputs and corresponding output labels. The output labels are typically provided by an operator to indicate the desired output for each input. The supervised learning model processes the training data to produce an inferred function that can be used to map new (i.e. unseen) inputs to a label. The input data (during training and / or inference) may comprise various types of data, such as numerical values, images, video, text, or audio. Raw input data may be pre-processed to obtain an appropriate feature vector used as input to the model - for example, features of an image or audio input may be extracted to obtain a corresponding feature vector. It will be appreciated that the type of input data and techniques for pre-processing of the data (if required) may be selected based on the specific task the supervised learning model is used for. Once prepared, the labelled training data set is used to train the supervised learning model. During training the model adjusts its internal parameters (e.g. weights) so as to optimize (e.g. minimize) an error function, aiming to minimize the discrepancy between the model’s predicted outputs and the labels provided as part of the training data. In some cases, the error function may include a regularization penalty to reduce overfitting of the model to the training data set. The supervised learning model may use one or more machine learning algorithms in order to learn a mapping between its inputs and outputs. Example suitable learning algorithms include linear regression, logistic regression, artificial neural networks, decision trees, support vector machines (SVM), random forests, and the K-nearest neighbour algorithm. In examples, the training data may include historical input instructions provided by the user at certain for certain states of the game and the corresponding sensory output which was produced. That is, the label in this example is the sensory output which was produced for the given input (the input instruction and the state of the game). The training data can include data from historical gameplay from a single user or from a collection of users. Supervised learning can then be performed on this training data to learn a mapping between the input and corresponding outputs. Once trained, the supervised learning model may be used for inference - i.e. for predicting outputs for previously unseen input data. The supervised learning model may perform classification and / or regression tasks. In a classification task, the supervised learning model predicts discrete class labels for input data, and / or assigns the input data into predetermined categories. In a regression task, the supervised learning model predicts labels that are continuous values. As an example, the trained model (once trained) can be used to predict outputs (the desired sensory output) for a previously unseen input (such as an input provided by the user at a different state of the game). This enables the trained model to predict a certain sensory output which should be produced for a certain input which has been provided by the user. In some cases, limited amounts of labelled data may be available for training of the model (e.g. because labelling of the data is expensive or impractical). In such cases, the supervised learning model may be extended to further use unlabelled data and / or to generate labelled data. Considering using unlabelled data, the training data may comprise both labelled and unlabelled training data, and semi-supervised learning may be used to learn a mapping between the model’s inputs and outputs. For example, a graph-based method such as Laplacian regularization may be used to extend a SVM algorithm to Laplacian SVM in order to perform semi-supervised learning on the partially labelled training data. Considering generating labelled data, an active learning model may be used in which the model actively queries an information source (such as a user, or operator) to label data points with the desired outputs. Labels are typically requested for only a subset of the training data set thus reducing the amount of labelling required as compared to fully supervised learning. The model may choose the examples for which labels are requested - for example, the model may request labels for data points that would most change the current model, or that would most reduce the model's generalization error. Semi-supervised learning algorithms may then be used to train the model based on the partially labelled data set. However, it will be appreciated that the present disclosure is not particularly limited to the use of a trained model for determining the sensory output which should be produced for a given input. Now, in examples, the input provided by the user may be associated with a sensory output which should be produced by the controller of all other users who are playing the videogame in the multiplayer gaming environment. However, in other examples, the user may wish to provide a sensory output to a certain subset of the other users (wherein the subset can include a single other user or a plurality of other users). Indeed, in examples, the user may wish to select another user in the game to which the sensory output should be provided or directed. This may include a lock-on function to lock onto another user such that any subsequent sensory output is provided to that user until such a time that the lock-on selection is released by the first user. For example, in some videogames, the user 4000 may be playing the videogame cooperatively with a number of other users (such as when the user is part of a same team as a number of the other users). In some examples, the user may be playing the videogame competitively with a number of other users (such as when the user is part of a different team as a number of the other users). Accordingly, the user may wish that a sensory output is provided only to other players who are part of the same team as the user. This may include a situation whereby the user wishes to discuss tactics with other members of the team, for example. Alternatively, the user may wish that a sensory output is provided only to other players who are part of a different team to the team on which the user is located. This may include a situation where the user wishes to taunt the members of the other team, for example. Accordingly, in examples, the user may provide a certain input to select the user or set of users to which the sensory output should be provided. Taking the situation of Figure 4 as an example, the user 4000 may wish to provide a certain sensory output to user 4004. Accordingly, the user 4000 may first select the user to which the sensory output should be provided and then the user 4000 may provide an input corresponding to the sensory output which should be produced. The way in which the selection of the user (or users) to which the sensory output should be provided is not particularly limited in accordance with embodiments of the disclosure. In examples, the user may provide a first input (such as a predetermined button press) to signal any user whose character is within a certain proximity within the game environment from the character of the first user. In examples, the user may provide a first input (such as a predetermined button press) to signal any user whose character is within a certain proximity within the game environment from the character of the first user and who belongs to a same team as the user. In examples, the user may provide a first input (such as a predetermined button press) to signal any user whose character belongs to a same team as the user. Thus, in examples, the user may select a group of users for which the sensory output should be produced. In examples, the group of users may be users belonging to a same team to which the user belongs. Users of the same group (or team) may be identified in accordance with identification information (such as player identification, team lists or the like). On the other hand, the user may press a predetermined button to signal anyone within a certain proximity within the game environment from the character of the first user who is on an opposing team to the team to which the user belongs. Alternatively, the user may press a predetermined button to signal anyone who is on an opposing team to the team to which the user belongs. Of course, while these specific examples have been described with reference to an example of the user providing an input using a predetermined button press to select the user (or group of users) to which the sensory output should be provided, it will be appreciated that the present disclosure is not particularly limited in this regard. More generally, any suitable input from the user can be used as an input for selecting at least one second user to which the sensory output associated with the input should be provided. Hence, more generally, embodiments of the disclosure comprise selecting the at least one second user in accordance with the input from the first user. Furthermore, in some examples, a step of selecting the at least one second user may be provided, which includes selecting the at least one second user in accordance with the input from the first user and a state of the multiplayer gaming environment. In examples, the selection may be may without requiring any specific direction or control from the first user. In examples, the selection may be made entirely based on the state of the multiplayer gaming environment. The state of the multiplayer gaming environment can include information such as the state of a the game, a type of game being played, a number of users playing the game, or the like. Furthermore, the state of the multiplayer gaming environment can include a state of a character controlled by the first user within the multiplayer gaming environment In this way, an adaptive selection of the user’s to which the sensory output should be provided can be made depending on the state of the game. This further facilitates communication between the different users. In some examples, the state of the game can include the location of the player within the gaming environment and a current level of the game. In some examples, the state of the game can include information concerning the game mode or environment itself (e.g. if the game is currently in a cooperative game mode, an adversarial game mode, or an exploratory game mode or environment). In some examples, the state of the game can include information concerning the relative locations of users, e.g. their in-game proximity, as mentioned elsewhere herein. In some examples, the state of the game can be used to adapt the type of sensory output which is provided to the selected users. This means that a same input may provide a different sensory output to the other users depending on the state of the game. In some examples, the state of the game can include information concerning the character or role being played by the first user. In some examples, the state of the game can include the class of the character being controlled by the first user. For example, in an adventure game, a character of a first class may have a melee attack ability, while a character of a second, different, class may have a ranged attack ability. This information can be used in order to adapt the selection of users to communicate with when the user provides a communication input. For example, selection of the users may be adapted to other users who control characters of a similar character class. Alternatively, selection of users may be adapted to other users who control characters of a different class. In some examples, the state of the game can include information concerning items which have been collected by the user, equipment which has been equipped by the user and / or abilities of the user. For example, one type of game which can played in a multiplayer gaming environment includes a so-called capture-the-flag game, whereby the goal is to collect the flag from a certain location and return the flag to a second location (such as a base). In this example, the selection of users to communicate with can be adapted depending on whether or not the user has collected the flag. Furthermore, the type of output which is provided can be adapted depending on whether or not the user has collected the flag. In some examples, a selection of the user (or users) to which the sensory output should be provided can depend on one or more properties of the users other than the first user (i.e. the second users (either 4002 or 4002 in the example of Figure 4). For example, as described for the first player, the location of the character of the second user in the multiplayer environment, the role or class of the character of the second user, the equipment of the second user and the like can be used in order to determine which user (or users) should be provided with the sensory output following input from the first player. As an example, consider a situation where a first user, user 4000, wishes to communicate with user 4002 and user 4004. The first user 4000 provides a suitable input at their controller 4000B which will cause a corresponding sensory output to be produced at the controller 4002B of user 4002 and controller 4004B of user 4004. In this example, one or more properties of the second user 4002 may indicate that the communication from the first user 4000 is of high relevance for user 4002. In examples, this may be because the character of the first user 4000 and the character of the second user 4002 are in a similar location within the videogame. On the other hand, one or more properties of the user 4004 may indicate that the communication from the first user 4000 is of low relevance for user 4004. In this example, this may be because the character of the first user 4000 and the character of the user 4004 are in very different locations within the videogame. Accordingly, given the low relevance of the communication from the first user to user 4004, the selection of the users can be adapted such that the notification is provided only to user 4002 (and not to user 4004). However, this is merely one example of the way in which the one or more properties of the second user can be used in the selectin of the user to which the sensory output should be provided. In examples, the sensory output provided to the users 4002 and 4004 may be modulated in dependence upon the one or more properties of those users. For example, the relevance of the communication from the first user 4000 to the users 4002 and 4004 may be calculated based on the one or more properties of the users 4002 and 4004. The relevance of the communication may then be used in order to determine whether to provide the communication, to prioritise which communication to reproduce and / or an order of reproduction (if communications are sent from multiple users), to modulate a strength of the reproduction of the sensory output (such as a strength of the haptic response or a volume of an audio reproduction). In this way, communication between the users can be further improved since it can be ensured that the most relevant communication to any given user within the multiplayer environment can be reliably reproduced. In some examples, a user may indicate (through a certain input, such as a further button press) whether a communication should be sent to a specific predetermined list of other users within the multiplayer gaming environment. This predetermined list may, in examples, include a list of users who are friends of the user sending the communication. This makes it easy for the user to direct communications towards a specific set of other users (such as their friends). Accordingly, there are many different ways in which a selection of the users to which the communication should be sent can be made and the present disclosure is not particularly limited in this regard. Indeed, in examples, the communication can be sent to all other users in the multiplayer gaming environment. As explained, in examples a number of the users playing the videogame in the multiplayer gaming environment may be included in a same physical location. For example, multiple users of the videogame may be playing the videogame together in a same room or building. Advantageously, embodiments of the disclosure facilitate communication between users by causing the controller of at least one second user to produce at least one sensory output in response to the input from the first user. In particular, embodiments of the disclosure may allow players in a team to provide bespoke inputs for triggering specific haptic outputs for each controller of the other players in same team. This can enable a user to covertly communicate with some second users (e.g. through haptic signals) without risk of the communication being received by other second users in the same physical environment. In examples, this can enable users of a same team to quickly and reliably communicate with each other. As explained, in examples a number of the users playing the videogame in the multiplayer gaming environment may be included at different physical locations. For example, multiple users of the videogame may be paying the videogame together from different rooms or different buildings. Advantageously, embodiments of the disclosure facilitate communication between users by causing the controller of at least one second user to produce at least one sensory output in response to the input from the first user. This can enable the first user to rapidly communicate with some second users in a manner which can easily and intuitively be understood by those second users (e.g. through specific patterns of haptic signals, for example). It will be appreciated that the present disclosure is not particularly limited to the example situation which has been described with reference to Figure 4 of the present disclosure. More generally, embodiments of the present disclosure can be applied to any type of multiplayer gaming environment in order to facilitate the communication between users. <Methods> Hence, more generally, a method of facilitating communication between users of a multiplayer gaming environment is provided in accordance with embodiments of the disclosure. Figure 6 illustrates an example method in accordance with embodiments of the disclosure. In examples, at least a part of the method may be implemented by an apparatus as discussed with reference to Figure 3 of the present disclosure. In examples, at least part of the method may be implemented by a system as described with reference to Figure 4 of the present disclosure. In examples, at least part of the method may be implemented by a server. The method of Figure 6 starts at step S6000 and proceeds to step S6002. In step S6002, the method comprises receiving, at a controller of a first user from amongst the users of the multiplayer gaming environment, an input from the first user. In step S6004, the method comprises determining at least one sensory output associated with the input received from the first user. Then, in step S6006, the method comprises causing a controller of at least one second user, the second user being from amongst the users of the multiplayer gaming environment and being associated with the first user, to produce the at least one sensory output in response to the input from the first user. The method proceeds to and ends with step S6008. It will be appreciated that the embodiments of the present disclosure are not particularly limited to the example method illustrated in Figure 6. For example, a number of method steps described with reference to Figure 6 of the present disclosure may be performed in a different order than that illustrated with reference to Figure 6. Furthermore, a number of additional method steps may also be included compared to the method steps illustrated in Figure 6 of the present disclosure. <Computer Program> Furthermore, it will be appreciated that the methods of the present disclosure may be carried out on conventional hardware (such as that described previously herein) suitably adapted as applicable by software instruction or by the inclusion or substitution of dedicated hardware. Thus, the required adaptation to existing parts of a conventional equivalent device may be implemented in the form of a computer program product comprising processor implementable instructions stored on a non-transitory machine-readable medium such as a floppy disk, optical disk, hard disk, PROM, RAM, flash memory or any combination of these or other storage media, or realized in hardware as an ASIC (application specific integrated circuit) or an FPGA (field programmable gate array) or other configurable circuit suitable to use in adapting the conventional equivalent device. Separately, such a computer program may be transmitted via data signals on a network such as an Ethernet, a wireless network, the Internet, or any combination of these or other networks. <Clauses> In addition, embodiments of the present disclosure may be arranged in accordance with the following numbered clauses: 1. A method of facilitating communication between users of a multiplayer gaming environment, the method comprising: receiving, at a controller of a first user from amongst the users of the multiplayer gaming environment, an input from the first user; determining at least one sensory output associated with the input received from the first user; and causing a controller of at least one second user, the second user being from amongst the users of the multiplayer gaming environment and being associated with the first user, to produce the at least one sensory output in response to the input from the first user. 2. The method according to clause 1, wherein the sensory output includes one or more of a list comprising: a haptic output, an audio output and / or a visual output. 3. The method according to clause 1 or 2, wherein the sensory output is produced at a controller of each of a plurality of second users. 4. The method according to clause 3, wherein the plurality of second users are users of a same group, the users of the same group being identified in accordance with identification information. 5. The method according to any preceding clause, wherein determining the at least one sensory output comprises comparing the input from the first user with calibration information, the calibration information defining at least one sensory output associated with the input instruction. 6. The method according to any preceding clause, further comprising generating the calibration information in response to one or more inputs received at the controller of the first user during a calibration phase. 7. The method according to any preceding clause, wherein determining the at least one sensory output comprises use of a trained model. 8. The method according to any preceding clause, wherein the input from the first user comprises one or more from a list comprising: a button press, a sequence of button presses, a combination of button presses, a motion input, a sound input. 9. The method according to clause 9, wherein the input from the first user comprises voice input and wherein the sensory output associated with the input received from the first user includes an audio output corresponding to the voice input. 10) The method according to any preceding clause, wherein the method comprises a step of selecting the at least one second user which includes selecting the at least one second user in accordance with the input from the first user. 11) The method according to any preceding clause, wherein the method comprises a step of selecting the at least one second user which includes selecting the at least one second user in accordance with the input from the first user and a state of the multiplayer gaming environment. 12. The method according to clause 11, wherein the state of the multiplayer gaming environment includes a state of a character controlled by the first user within the multiplayer gaming environment. 13. An apparatus for facilitating communication between users of a multiplayer gaming environment, the apparatus comprising circuitry configured to: receive, at a controller of a first user from amongst the users of the multiplayer gaming environment, an input from the first user; determine at least one sensory output associated with the input received from the first user; and cause a controller of at least one second user, the second user being from amongst the users of the multiplayer gaming environment and being associated with the first user, to produce the at least one sensory output in response to the input from the first user. 14. A computer program comprising instructions which, when executed by a computer, cause the computer to perform a method of: receiving, at a controller of a first user from amongst the users of the multiplayer gaming environment, an input from the first user; determining at least one sensory output associated with the input received from the first user; and causing a controller of at least one second user, the second user being from amongst the users of the multiplayer gaming environment and being associated with the first user, to produce the at least one sensory output in response to the input from the first user. 15. A non-transitory computer-readable storage medium, storing the computer program according to clause 14. In accordance with embodiments of the disclosure, communication between users within a multiplayer gaming environment can be performed more quickly and easily. Furthermore, it will be appreciated that numerous modifications and variations of the present disclosure are possible in light of the above teachings. It is therefore to be understood that within the scope of the appended claims, the disclosure may be practiced otherwise than as specifically described herein. In so far as embodiments of the disclosure have been described as being implemented, at least in part, by software-controlled data processing apparatus, it will be appreciated that a non-transitory machine-readable medium carrying such software, such as an optical disk, a magnetic disk, semiconductor memory or the like, is also considered to represent an embodiment of the present disclosure. It will be appreciated that the above description for clarity has described embodiments with reference to different functional units, circuitry and / or processors. However, it will be apparent that any suitable distribution of functionality between different functional units, circuitry and / or processors may be used without detracting from the embodiments. Described embodiments may be implemented in any suitable form including hardware, software, firmware or any combination of these. Described embodiments may optionally be implemented at least partly as computer software running on one or more data processors and / or digital signal processors. The elements and components of any embodiment may be physically, functionally and logically implemented in any suitable way. Indeed the functionality may be implemented in a single unit, in a plurality of units or as part of other functional units. As such, the disclosed embodiments may be implemented in a single unit or may be physically and functionally distributed between different units, circuitry and / or processors. Although the present disclosure has been described in connection with some embodiments, it is not intended to be limited to the specific form set forth herein. Additionally, although a feature may appear to be described in connection with particular embodiments, one skilled in the art would recognize that various features of the described embodiments may be combined in any manner 5 suitable to implement the technique.
Claims
1) A method of facilitating communication between users of a multiplayer gaming environment, the method comprising:receiving, at a controller of a first user from amongst the users of the multiplayer gaming environment, an input from the first user;determining at least one sensory output associated with the input received from the first user;and causing a controller of at least one second user, the second user being from amongst the users of the multiplayer gaming environment and being associated with the first user, to produce the at least one sensory output in response to the input from the first user.2) The method according to claim 1, wherein the sensory output includes one or more of a list comprising: a haptic output, an audio output and / or a visual output.3) The method according to claim 1, wherein the sensory output is produced at a controller of each of a plurality of second users.4) The method according to claim 3, wherein the plurality of second users are users of a same group, the users of the same group being identified in accordance with identification information.5) The method according to claim 1, wherein determining the at least one sensory output comprises comparing the input from the first user with calibration information, the calibration information defining at least one sensory output associated with the input instruction.6) The method according to claim 1, further comprising generating the calibration information in response to one or more inputs received at the controller of the first user during a calibration phase.7) The method according to claim 1, wherein determining the at least one sensory output comprises use of a trained model.8) The method according to claim 1, wherein the input from the first user comprises one or more from a list comprising: a button press, a sequence of button presses, a combination of button presses, a motion input, a sound input.9) The method according to claim 8, wherein the input from the first user comprises voice input and wherein the sensory output associated with the input received from the first user includes an audio output corresponding to the voice input.10) The method according to claim 1, wherein the method comprises a step of selecting the at least one second user which includes selecting the at least one second user in accordance with the input from the first user.11) The method according to claim 1, wherein the method comprises a step of selecting the at least one second user which includes selecting the at least one second user in accordance with the input from the first user and a state of the multiplayer gaming environment.12) The method according to claim 11, wherein the state of the multiplayer gaming environment includes a state of a character controlled by the first user within the multiplayer gaming environment.13) An apparatus for facilitating communication between users of a multiplayer gaming environment, the apparatus comprising circuitry configured to:receive, at a controller of a first user from amongst the users of the multiplayer gaming environment, an input from the first user;determine at least one sensory output associated with the input received from the first user;and cause a controller of at least one second user, the second user being from amongst the users of the multiplayer gaming environment and being associated with the first user, to produce the at least one sensory output in response to the input from the first user.14) A computer program comprising instructions which, when executed by a computer, cause the computer to perform a method of:receiving, at a controller of a first user from amongst the users of the multiplayer gaming environment, an input from the first user;determining at least one sensory output associated with the input received from the first user;and causing a controller of at least one second user, the second user being from amongst the users of the multiplayer gaming environment and being associated with the first user, to produce the at least one sensory output in response to the input from the first user.15) A non-transitory computer-readable storage medium, storing the computer program according to claim 14.
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