Systems and methods for live streaming
By predicting the results of new matches for streamers and introducing a VS game live streaming mode that supports and opposes gift-giving, the problem of insufficient interactivity on existing platforms has been solved, and the diversity of live streaming content and audience participation have been improved.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-18
- Publication Date
- 2026-03-31
AI Technical Summary
Existing live streaming platforms struggle to provide users with the diverse and highly interactive live streaming services they require, especially lacking innovation in competitive interactions between live streams.
By acquiring past match data from two streamers, using machine learning algorithms to predict their new match results, and introducing a support and opposition gift mechanism in the live stream to increase the interactivity between viewers and streamers, a mode called VS game live stream was designed, in which streamers compete in an independent game space, and the match result determines the winner.
It has improved the interactivity and audience participation in the live streaming room, increased the diversity and competitiveness of the live streaming content, and made the live streaming platform more attractive.
Smart Images

Figure 2026055690000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to streaming, and particularly to live streaming.
Background Art
[0002] As represented by live streaming services, real-time communication on the Internet has penetrated into daily life. Various platforms and providers offer live streaming services, and the competition is fierce. For a platform, it is important to provide the services desired by users.
[0003] Japanese Patent Application Laid-Open No. 2021-057686 discloses a live stream in which two streamers compete through singing.
Summary of the Invention
[0004] A method according to an embodiment of the present invention is a method for live streaming executed by one or more computers, including a step of obtaining past battle data related to a first streamer and a second streamer, and a step of determining an estimated result of a new battle between the first streamer and the second streamer based on the past battle data.
[0005] A system according to an embodiment of the present invention is a system for live streaming, including one or more processors, and the one or more processors execute machine-readable instructions to perform a step of obtaining past battle data related to a first streamer and a second streamer, and a step of determining an estimated result of a new battle between the first streamer and the second streamer based on the past battle data.
[0006] A non-temporary computer-readable medium containing a program for live streaming, wherein the program causes one or more computers to perform the steps of: acquiring past battle data related to a first streamer and a second streamer; and determining an estimated result of a new battle between the first streamer and the second streamer based on the past battle data. [Brief explanation of the drawing]
[0007] [Figure 1] This is a schematic diagram showing the configuration of a live streaming system 1 based on some embodiments of the present invention. [Figure 2] This block diagram shows the functions and configuration of the user terminal 20 in Figure 1, based on some embodiments of the present invention. [Figure 3] This block diagram shows the functions and configuration of the server 10 in Figure 1, based on some embodiments of the present invention. [Figure 4] Figure 3 is a table showing an example data structure for the stream DB314. [Figure 5] Figure 3 is a table showing an example data structure for user DB318. [Figure 6] Figure 3 is a table showing an example data structure for the gift DB320. [Figure 7] Figure 3 is a table showing an example data structure of the VS distribution DB322. [Figure 8] This flowchart shows the process flow from the start to the end of a VS live stream based on some embodiments of the present invention. [Figure 9] This table shows an example data structure for Battle DB330. [Figure 10] This table shows an example data structure for the user similarity database DB332. [Figure 11] This table shows an example data structure for the user similarity database DB332. [Figure 12] This table shows an example data structure for the estimated result DB334. [Figure 13] This flowchart shows an exemplary flow based on some embodiments of the present invention. [Figure 14] This table shows an example of estimating the probability of winning based on some embodiments of the present invention. [Figure 15] This is a schematic diagram illustrating an exemplary user interface from the perspective of a broadcaster, based on some embodiments of the present invention. [Figure 16] This is a schematic diagram illustrating an exemplary user interface from the perspective of a broadcaster, based on some embodiments of the present invention. [Figure 17] This table shows an example data structure for the referral reward database DB336. [Figure 18] This is a schematic diagram showing an exemplary user interface for a broadcaster based on some embodiments of the present invention. [Figure 19] This is a schematic diagram showing an exemplary user interface for viewers based on some embodiments of the present invention. [Figure 20] This is a block diagram showing an example of the hardware configuration of an information processing device based on some embodiments of the present invention. [Modes for carrying out the invention]
[0008] In the following, identical or equivalent components, members, processes, and signals shown in each drawing will be denoted by the same reference numerals, and redundant explanations will be omitted where appropriate. In addition, some components that are not explanatoryly important in each drawing will be omitted from the display.
[0009] In the live streaming system according to this embodiment, a VS game stream is provided in which streamers compete against each other based on the results of games played within their live streams. Two streamers participating in a VS game stream each play their own game within their respective live streams. In other words, the two streamers do not appear in the same game space or virtual space and compete directly against each other; the game played by one streamer and the game played by the other streamer are fundamentally independent. One streamer does not appear in the other streamer's game, and vice versa. In a VS game stream, the winner of the match is determined by comparing the results of each streamer's game.
[0010] Viewers of a VS game stream are, by system standards, viewers of the live stream provided by one of the two streamers participating in that VS game stream.
[0011] In the live streaming system according to this embodiment, viewers can send gifts to streamers in VS game streams, just as in regular live streams. Gifts available in VS game streams include gifts that can positively influence the outcome of the game played by the streamer of the live stream the sender is watching (hereinafter referred to as "support gifts"), and gifts that can negatively influence the outcome of the game played by the opposing streamer (hereinafter referred to as "attack gifts"). By making both support gifts and attack gifts available in this way, the means by which viewers can support streamers in VS game streams are increased, making VS game streams more varied and enjoyable.
[0012] Figure 1 is a schematic diagram showing the configuration of a live streaming system 1 according to an embodiment. The live streaming system 1 provides a two-way live streaming service that allows broadcasters (also called streamers) LV (LV1, LV2, ...) and viewers (also called audiences) AU (AU1, AU2, ...) to communicate in real time. As shown in Figure 1, the live streaming system 1 comprises a server 10, user terminals 20 (20a, 20b, ...) on the broadcaster side, and user terminals 30 (30a, 30b, ...) on the viewer side. In addition to broadcasters who are broadcasting live streams and viewers who are watching live streams, there are also users who have logged into the live streaming platform but are neither broadcasting nor watching. Such users are called active users. Broadcasters, viewers, and active users are sometimes collectively referred to as users. The server 10 may be composed of one or more information processing devices connected to a network NW. User terminals 20 and 30 may be mobile devices such as smartphones, tablet devices, laptop PCs, recorders, portable game consoles, or wearable devices, or they may be stationary devices such as desktop PCs. Server 10, user terminals 20 and 30 are connected to each other via various wired or wireless networks NW to enable communication.
[0013] In the live distribution system 1, a distributor LV, a viewer AU, and an administrator (not shown) who manages the server 10 are involved. The distributor LV is a person who transmits content in real time by recording and uploading content such as their own songs, talks, performances, fortune-telling, game commentaries, etc. on their user terminal 20 directly to the server 10. The administrator provides a platform for live distribution of content on the server 10 and also mediates or manages the real-time interaction between the distributor LV and the viewer AU. The viewer AU accesses the platform on the user terminal 30, selects and views the desired content. During the live distribution of this content, the viewer AU performs operations such as commenting, cheering, or requesting fortune-telling via the user terminal 30, and the distributor LV who provides the content responds to such comments, cheers, or requests, and the response is transmitted to the viewer AU in the form of video and / or audio, thereby establishing two-way communication.
[0014] In this specification, "live streaming" may mean a data transmission method that enables content recorded on the broadcaster LV's user terminal 20 to be played back and viewed on the viewer AU's user terminal 30 in substantially real time, or it may mean the streaming itself realized by such a transmission method. Live streaming may be realized using existing live streaming technologies such as HTTP Live Streaming, Common Media Application Format, Web Real-Time Communications, Real-Time Messaging Protocol, or MPEG DASH. Live streaming includes a transmission method that enables the viewer AU to view the content with a predetermined delay while the broadcaster LV is recording the content. Regarding the magnitude of the delay, at least a delay large enough for communication between the broadcaster LV and the viewer AU to take place is permitted. However, live streaming is distinguished from so-called on-demand streaming, where the entire data of the recorded content is temporarily stored on a server, and then the data is provided to the user from the server at any time requested by the user.
[0015] In this specification, "video data" is data that includes image data (also referred to as video data) generated by the imaging functions of user terminals 20 and 30 and audio data (also referred to as audio data) generated by the voice input functions of user terminals 20 and 30. The video data can be played on user terminals 20 and 30, enabling users to watch live broadcasts. In this embodiment, it is assumed that between the time when the video data is generated on the user terminal of the distributor and the time when it is played on the user terminal of the viewer, processes such as compression, decompression, encoding, decoding, and transcoding are performed to change the format, size, and specifications of the data. Since the content (e.g., video images and audio) represented by the video data remains substantially unchanged before and after such processes, in this embodiment, the video data after such processes is described as being the same as the video data before such processes. That is, when the video data is generated on the user terminal of the distributor and then played on the user terminal of the viewer via server 10, the video data generated on the user terminal of the distributor, the video data passing through server 10, and the video data received and played on the user terminal of the viewer are all the same video data. [[ID=……]](原文中ID=2至ID=7的内容在提供的翻译文本中无需翻译,保留原文即可)
[0016] In this embodiment, multiple live broadcasts, each performed by a different distributor via a different user terminal, are provided to viewers simultaneously through the same single VS game distribution screen. Further, each distributor plays a game within the live broadcast. This distribution form is of a nature where the game results are competed among the participating distributors, and is referred to as a VS game distribution in this specification. In this embodiment, each distributor participating in the VS game distribution plays a single-player game simultaneously in their own live broadcast, and the winner and loser are determined by the magnitude of the scores obtained within a predetermined period. In other embodiments, when any one of the distributors achieves a predetermined victory condition, such as the score reaching a predetermined value, the distributor who achieved it may be regarded as the winner.
[0017] In this embodiment, the game is a single-player game that allows for viewer support, and the score increases or decreases based on the actions of the streamer, who is the player. Viewers can give gifts to the streamer, which can give the streamer an advantage in the game. The game is similar to 17GoKart, for example, as described in Non-Patent Literature 1 below. ([Non-Patent Literature 1] 17LIVE Co., Ltd., "New Racing Game "17GoKart" Released!", URL: https: / / prtimes.jp / main / html / rd / p / 000000419.000030133.html)
[0018] In the example in Figure 1, streamer LV1 and streamer LV2 are participating in a VS game stream. Streamer LV1 is live streaming and playing a game provided through the game interface GA1. Streamer LV1's user terminal 20a generates video data by recording the image and audio of streamer LV1 and sends it to server 10 via the network NW. Streamer LV2 is live streaming and playing a game provided through the game interface GA2. Streamer LV2's user terminal 20b generates video data by recording the image and audio of streamer LV2 and sends it to server 10 via the network NW.
[0019] The user terminal 30a of viewer AU1 of the live stream from streamer LV1 and the user terminal 30b of viewer AU2 of the live stream from streamer LV2 each receive video data related to the live stream from streamer LV1, game interface GA1 data, and video data related to the live stream from streamer LV2, and game interface GA2 data, respectively, via the network NW. By playing back the received data, they display moving images VD1 and VD2 on the display and output sound from the speaker. The moving images VD1 and VD2 displayed on each user terminal 30a and 30b are substantially identical, and each has an area for displaying the moving image VDA and game interface GA1 captured by the user terminal 20a of streamer LV1, and an area for displaying the moving image VDB and game interface GA2 captured by the user terminal 20b of streamer LV2. The moving images VDA and VDB are played back simultaneously on the viewer's user terminal 30 and displayed on the same VS game streaming screen on the display. The audio output from each user terminal 30a and 30b is substantially identical and includes the audio acquired by user terminal 20a of broadcaster LV1 and the audio acquired by user terminal 20b of broadcaster LV2.
[0020] The user terminal 20a of streamer LV1 receives data from streamer LV2's video VDB and game interface GA2 via the network NW and displays it on the display along with streamer LV1's video VDA. The user terminal 20a of streamer LV1 displays streamer LV2's video VDB and game interface GA2 in a picture-in-picture manner in a small area RG1. This allows streamer LV1 to check their own stream content and also understand the content of their opponent's stream and the progress of the game. The user terminal 20b of streamer LV2 receives data from streamer LV1's video VDA and game interface GA1 via the network NW and displays it on the display along with streamer LV2's video VDB. The user terminal 20b of streamer LV2 displays streamer LV1's video VDA and game interface GA1 in a picture-in-picture manner in a small area RG2.
[0021] On each viewer's user terminal 30a and 30b, the video VD1 and VD2 are overlaid with a gift icon 616 that allows each viewer AU1 and AU2 to send a gift to the corresponding broadcaster LV1 and LV2. Each viewer AU1 and AU2 can send a gift to the corresponding broadcaster LV1 and LV2 by tapping the gift icon 616 during the VS game stream.
[0022] Recording and video recording on the streamer LV's user terminal 20 and playback of video data on the viewer AU's user terminal 30 occur substantially simultaneously. When viewer AU1 inputs a comment into user terminal 30a in response to the streamer LV1's comments on the game, server 10 displays the comment in real time on streamer LV1's user terminal 20a, as well as on the other streamer LV2's user terminal 20b and the user terminals 30a and 30b of each viewer AU1 and AU2. When streamer LV1 reads the comment and adds a comment of their own, the video and audio of that comment are output to streamer LV2's user terminal 20b and the user terminals 30a and 30b of each viewer AU1 and AU2, thereby recognizing that a conversation has taken place between streamer LV1 and viewer AU1. In this way, the live streaming system 1 enables live streaming that allows for two-way communication rather than one-way communication.
[0023] Figure 2 is a block diagram showing the functions and configuration of user terminal 20 in Figure 1. User terminal 30 has the same functions and configuration as user terminal 20. Each block shown in Figure 2 and subsequent block diagrams can be realized in hardware terms by elements and mechanical devices such as the CPU of a computer, and in software terms by computer programs, etc., but here we are depicting functional blocks that are realized through the cooperation of these. Therefore, it will be understood by those skilled in the art who have read this specification that these functional blocks can be realized in various ways by combinations of hardware and software.
[0024] The broadcaster (LV) and the viewer (AU) download the live streaming application program (hereinafter referred to as the live streaming application) from the download site via the network (NW) and install it on the user terminals 20 and 30. Alternatively, the live streaming application may be pre-installed on the user terminals 20 and 30. When the live streaming application is executed on the user terminals 20 and 30, the user terminals 20 and 30 communicate with the server 10 via the network (NW) and execute various functions. Hereinafter, the functions executed by the user terminals 20 and 30 (or their CPUs or other processors) running the live streaming application will be described as functions of the user terminals 20 and 30. These functions are actually implemented on the user terminals 20 and 30 by the live streaming application. In any other embodiment, these functions may be written in a programming language such as HTML (HyperText Markup Language), sent from the server 10 via the network (NW) to the web browser of the user terminals 20 and 30, and implemented by a computer program executed by the web browser.
[0025] The user terminal 20 includes a distribution unit 100 that generates video data recording the user's image and voice and provides it to the server 10, a viewing unit 200 that retrieves and plays the video data from the server 10, and an off-distribution processing unit 400 that processes requests from active users. Users activate the distribution unit 100 when distributing, the viewing unit 200 when viewing, and the off-distribution processing unit 400 when searching for a live stream to watch, viewing a streamer's profile, or viewing an archive. A user terminal with the distribution unit 100 active is the streamer's terminal, i.e., the user terminal that generates the video data; a user terminal with the viewing unit 200 active is the viewer's terminal, i.e., the user terminal that plays the video data; and a user terminal with the off-distribution processing unit 400 active is the user terminal of an active user.
[0026] The distribution unit 100 includes an image capture control unit 102, an audio control unit 104, a video transmission unit 106, a distribution-side UI control unit 108, and a distribution-side communication unit 110. The image capture control unit 102 is connected to a camera (not shown in Figure 2) and controls image capture by the camera. The image capture control unit 102 acquires image data from the camera. The audio control unit 104 is connected to a microphone (not shown in Figure 2) and controls audio input from the microphone. The audio control unit 104 acquires audio data from the microphone. The video transmission unit 106 transmits video data, including image data acquired by the image capture control unit 102 and audio data acquired by the audio control unit 104, to the server 10 via the network NW. The transmission of video data by the video transmission unit 106 is performed in real time. That is, the generation of video data by the image capture control unit 102 and the audio control unit 104, and the transmission of the generated video data by the video transmission unit 106, are performed substantially simultaneously.
[0027] The broadcast-side UI control unit 108 controls the UI for the broadcaster. The broadcast-side UI control unit 108 is connected to a display (not shown in Figure 2) and displays the video on the display by playing the video data that is to be transmitted by the video transmission unit 106. The broadcast-side UI control unit 108 superimposes a predetermined frame image onto the video. The frame image includes various user interface objects (hereinafter simply referred to as objects) for receiving input from the broadcaster, comments entered by viewers, and information obtained from the server 10. The broadcast-side UI control unit 108 superimposes a game interface and a small area onto the video.
[0028] The broadcast-side UI control unit 108 is connected to input means such as a touch panel, keyboard, or display (not shown in Figure 2), and acquires input from the broadcaster through these input means. The broadcast-side UI control unit 108 accepts tap input from the broadcaster on objects. The broadcast-side UI control unit 108 accepts tap input and swipe input from the broadcaster on the game interface.
[0029] The broadcasting communication unit 110 controls communication with the server 10 during live streaming. The broadcasting communication unit 110 transmits the content of the broadcaster's input acquired by the broadcasting UI control unit 108 to the server 10 via the network NW. The broadcasting communication unit 110 transmits game operation information generated based on various inputs from the broadcaster to the game interface to the server 10 via the network NW. The broadcasting communication unit 110 receives various information associated with the live stream from the server 10 via the network NW. The broadcasting communication unit 110 receives video data and game interface data of the opponent in VS game streaming.
[0030] The viewing unit 200 includes a viewing-side UI control unit 202 and a viewing-side communication unit 204. The viewing-side communication unit 204 controls communication with the server 10 during live streaming. The viewing-side communication unit 204 receives data related to VS game streaming from the server 10 via the network NW.
[0031] The viewer-side UI control unit 202 controls the UI for viewers. The viewer-side UI control unit 202 is connected to a display and speaker (not shown in Figure 2), and displays the video on the display and outputs sound from the speaker by playing the received video data. The simultaneous output of an image on the display and sound from the speaker can be said to mean that "video data is being played". The viewer-side UI control unit 202 superimposes a predetermined frame image onto the video data image acquired from the server 10. The frame image includes various objects for receiving input from viewers (including the gift icon 616), comments entered by viewers, and information acquired from the server 10. The viewer-side UI control unit 202 superimposes a game interface onto the broadcaster's video.
[0032] The viewer-side UI control unit 202 is connected to input means such as a touch panel, keyboard, or display (not shown in Figure 2), and acquires input from the viewer through these input means. The viewer-side communication unit 204 transmits the content of the viewer input acquired by the viewer-side UI control unit 202 to the server 10 via the network NW.
[0033] The non-distribution processing unit 400 includes a non-distribution UI control unit 402 and a non-distribution communication unit 404. The non-distribution UI control unit 402 controls the UI for active users. For example, the non-distribution UI control unit 402 generates a live stream selection screen that displays a list of currently available live streams and accepts live stream selections from active users, and displays it on the display. The non-distribution UI control unit 402 generates a profile screen for any user and displays it on the display. The non-distribution UI control unit 402 plays back archives generated by recording past live streams.
[0034] The non-distribution communication unit 404 controls communication with the server 10 outside of live streaming. The non-distribution communication unit 404 receives information from the server 10 via the network NW for generating the live streaming selection screen, information for generating the profile screen, and archive data. The non-distribution communication unit 404 transmits the content of input by the active user to the server 10 via the network NW.
[0035] Figure 3 is a block diagram showing the functions and configuration of server 10 in Figure 1. The server 10 includes a distribution information provision unit 302, a relay unit 304, a gift processing unit 308, a payment processing unit 310, a game processing unit 312, a VS processing unit 316, a stream DB 314, a user DB 318, a gift DB 320, a VS distribution DB 322, an acquisition unit 340, a processing unit 342, a battle DB 330, a user similarity DB 332, a result estimation DB 334, a referral reward DB 336, and a machine learning DB 350.
[0036] Figure 4 is a data structure diagram showing an example of the Stream DB314 in Figure 3. The Stream DB314 holds information about live streams currently running on the live streaming platform provided by the Live Streaming System 1. The Stream DB314 stores the Stream ID, which identifies the live stream on the live streaming platform provided by the Live Streaming System 1, the Streamer ID, which is the user ID that identifies the streamer of the live stream, and the Viewer ID, which is the user ID that identifies the viewers of the live stream, in association with each other.
[0037] In the live streaming platform provided by the live streaming system 1 according to this embodiment, when a user conducts a live stream, that user becomes a streamer, and when the same user watches a live stream conducted by another user, that user becomes a viewer. Therefore, the distinction between streamer and viewer is not fixed, and a user ID that was registered as a streamer ID at one time may be registered as a viewer ID at another time.
[0038] Figure 5 is a data structure diagram showing an example of the user DB318 in Figure 3. The user DB318 holds information about users. The user DB318 associates a user ID that identifies a user with the points that the user has, the rewards that the user has been awarded, and the number of times the user has won in VS game streaming.
[0039] Points are electronic value that circulates within the live streaming platform. Users purchase points using credit cards or other payment methods. Rewards are electronic value defined within the live streaming platform and are an indicator used to determine the amount of money that streamers receive from the platform's administrators. On the live streaming platform, when viewers send gifts to streamers during or outside of live streams, the viewers' points are consumed, and the streamer's rewards increase accordingly.
[0040] Figure 6 is a data structure diagram showing an example of the Gift DB320 in Figure 3. The Gift DB320 holds information about gifts that viewers can use during live streaming. Gifts are digital items or electronic data with the following characteristics: They can be purchased for points or money, or given for free. Viewers can send them to streamers. Sending a gift to a streamer is also called using a gift or throwing a gift. Some gifts are purchased and used simultaneously, while others can be used by viewers at any time after purchase. When a viewer sends a gift to a streamer, the streamer receives an appropriate reward. When a gift is used, an effect associated with the gift may occur. For example, an effect corresponding to the gift may appear on the live streaming room screen.
[0041] The gift database 320 stores a gift ID to identify a gift, the reward to be awarded (the reward awarded to the broadcaster when they receive a gift), and the price points (the number of points paid for using the gift), all linked together. Viewers can send a desired gift to a broadcaster by paying the corresponding price points while watching a live stream. Payment of the price points can be made using any appropriate electronic payment method. For example, payment may be made by the viewer paying the price points to the administrator. Alternatively, bank transfers or credit card payments may be available. The administrator is free to determine the relationship between the awarded reward and the price points. For example, the administrator may decide that the awarded reward equals the price points. Alternatively, the administrator may set the price points to be the awarded reward multiplied by a predetermined coefficient such as 1.2, or to be the awarded reward plus a predetermined fee point.
[0042] Figure 7 is a table showing an exemplary data structure of the VS distribution DB 322 in Figure 3. The VS distribution DB 322 holds information about VS live streams currently being provided on the live streaming platform provided by the live streaming system 1. The VS distribution DB 322 stores, in association with each other, the VS live stream ID that identifies the VS live stream, the first stream ID that identifies the live stream of one of the two streamers participating in the VS live stream, the second stream ID that identifies the live stream of the other of the two streamers participating in the VS live stream, the game score of one streamer, and the game score of the other streamer.
[0043] Returning to Figure 3, when the distribution information provision unit 302 receives notification from the broadcaster's user terminal 20 via the network NW that a live broadcast will be started, it registers the stream ID that identifies the live broadcast and the broadcaster ID of the broadcaster of the live broadcast in the stream DB 314. When the distribution information provision unit 302 receives a request for information about live broadcasts from the non-distribution communication unit 404 of an active user's terminal via the network NW, it refers to the stream DB 314 and generates a list of live broadcasts that are currently viewable. The distribution information provision unit 302 sends the generated list to the requesting user terminal via the network NW. The non-distribution UI control unit 402 of the requesting user terminal generates a live broadcast selection screen based on the received list and displays it on the user terminal's display.
[0044] When the user terminal's non-distribution UI control unit 402 receives a live stream selection from an active user on the live stream selection screen, it generates a distribution request containing the stream ID of the selected live stream and sends it to the server 10 via the network NW. The distribution information provision unit 302 begins providing the live stream, identified by the stream ID included in the received distribution request, to the requesting user terminal. The distribution information provision unit 302 updates the stream DB 314 so that the viewer ID of the stream ID includes the user ID of the active user on the requesting user terminal. As a result, the active user becomes a viewer of the selected live stream.
[0045] The relay unit 304 relays the transmission of video data from the broadcaster's user terminal 20 to the viewer's user terminal 30 in a live broadcast initiated by the distribution information provision unit 302. The relay unit 304 receives signals from the viewer-side communication unit 204 indicating user input by the viewer during the live broadcast, i.e., while the video data is being played back. The signals indicating user input may also be object specification signals indicating the specification of an object displayed on the user terminal 30's display, and such object specification signals include the viewer's viewer ID, the broadcaster ID of the broadcaster conducting the live broadcast that the viewer is watching, and an object ID that identifies the object. If the object is a gift icon, the object ID becomes the gift ID. In that case, the object specification signal becomes a gift usage signal indicating the viewer's use of a gift to the broadcaster. Similarly, the relay unit 304 receives signals indicating user input by the broadcaster during the video data playback, such as object specification signals, from the broadcaster-side communication unit 110 of the distribution unit 100 of the user terminal 20.
[0046] The gift processing unit 308 updates the user database 318 to increase the distributor's reward according to the reward granted for the gift identified by the gift ID included in the gift usage signal. The gift processing unit 308 refers to the gift database 320 and identifies the reward granted corresponding to the gift ID included in the received gift usage signal. The gift processing unit 308 updates the user database 318 to add the identified reward granted to the reward corresponding to the distributor ID included in the gift usage signal.
[0047] The payment processing unit 310 processes the payment of the gift by the viewer in response to the receipt of the gift usage signal. The payment processing unit 310 refers to the gift DB 320 and identifies the gift value points identified by the gift ID included in the gift usage signal. The payment processing unit 310 updates the user DB 318 to subtract the identified gift value points from the viewer's points identified by the viewer ID included in the gift usage signal.
[0048] The game processing unit 312 performs processing related to the provision of games within the live stream. The game processing unit 312 performs processing related to the game being played by the streamer in the currently ongoing live stream. The game processing unit 312 generates data for displaying the game interface and sends it to the streamer's user terminal 20 and the viewer's user terminal 30. The game processing unit 312 receives the streamer's operation information regarding the game interface. The game processing unit 312 advances the game based on the operation information.
[0049] To explain the case of VS game distribution with reference to Figure 1, the game processing unit 312 receives first operation information for the first game provided within the first live stream, which is generated based on the input from the first streamer LV1 of the first live stream, from the first streamer LV1's user terminal 20a via the network NW. The game processing unit 312 receives second operation information for the second game provided within the second live stream, which is generated based on the input from the second streamer LV2 of the second live stream, from the second streamer LV2's user terminal 20b via the network NW. The game processing unit 312 advances the first game based on the received first operation information and advances the second game based on the received second operation information. The provision of the first game by the game processing unit 312 may be realized by, for example, the technology described in Non-Patent Literature 1. The provision of the second game by the game processing unit 312 may be realized by, for example, the technology described in Non-Patent Literature 1.
[0050] When the VS processing unit 316 receives a VS game start request from the streamer's user terminal 20 via the network NW, requesting the setup of a VS game stream, it issues a new VS stream ID. The VS game start request is a request to send an invitation to a specified or randomly selected opponent to conduct a live stream together with the requesting streamer on the same screen. The VS processing unit 316 sends a VS game invitation to the streamer's user terminal 20, which is identified by the streamer ID of the opponent selected by the requesting streamer, as included in the VS game start request. Alternatively, if the streamer has not selected an opponent, the VS processing unit 316 may randomly select an opponent.
[0051] The sending of invitations to VS game streams, and the initiation, maintenance, and control of VS game streams, performed by the VS processing unit 316, may be implemented using the methods of the VS function as described, for example, in "How to Master the 'VS Function'!", 17LIVE Inc, URL: https: / / jp.17.live / userguide / 19206 / . If the invitation is accepted, the VS processing unit 316 registers the stream ID of the live stream provided by the requesting streamer and the stream ID of the live stream provided by the opponent who accepted the invitation, in association with the VS live stream ID in the VS stream DB 322. During a VS game stream, the VS processing unit 316 sends together (1) the video data of the live stream of one of the participating streamers, (2) the game data played by that streamer, (3) the video data of the live stream of the other participating streamer, and (4) the game data played by that other streamer to the user terminal of the VS live stream viewer. The VS processing unit 316 updates the data in the VS distribution DB 322 as appropriate while the VS game distribution is in progress.
[0052] When the VS game streaming period has elapsed and the game has ended, the VS processing unit 316 compares the game results of one streamer with those of the other streamer to determine which of the two streamers is the winner. When the VS game streaming period has elapsed since the start of the VS game streaming and all participating streamers' games have ended simultaneously, the VS processing unit 316 refers to the VS streaming DB 322 to identify and compare the scores of each streamer at the end of the game. The VS processing unit 316 determines the streamer with the higher score as the winner of the VS game streaming. The VS processing unit 316 updates the user DB 318 so that the number of VS game wins for the winning streamer is incremented.
[0053] The operation of the live streaming system 1 with the above configuration will now be explained. Figure 8 is a chart showing the processing flow from the start to the end of VS live streaming. Figure 8 corresponds to the example in Figure 1. As a prerequisite, before the VS game streaming starts, the first streamer LV1 has already started the first live stream, and the first viewer AU1 is participating in and watching the first live stream. Server 10 relays the transmission of video data from the first streamer LV1's user terminal 20a to the first viewer AU1's user terminal 30a, and receives comments and gift usage signals from the user terminal 30a (S202). While the processing described in Figure 8 is in progress, the exchange of data related to the first live stream continues. Also, before the VS game streaming starts, the second streamer LV2 has already started the second live stream, and the second viewer AU2 is participating in and watching the second live stream. Server 10 relays the transmission of video data from the second broadcaster LV2's user terminal 20b to the second viewer AU2's user terminal 30b, and receives comments and gift usage signals from the user terminal 30b (S204). While the process described in Figure 8 is in progress, the exchange of data related to the second live stream continues.
[0054] When user terminal 20a receives a VS game distribution setup instruction from first broadcaster LV1, it generates a VS game start request and sends it to server 10 via the network NW (S206). When VS processing unit 316 receives the VS game start request, it performs VS matching processing to determine a candidate opponent for first broadcaster LV1 (S208). In this example, second broadcaster LV2 is determined as the first candidate. VS processing unit 316 sends a VS game invitation via the network NW to user terminal 20b of second broadcaster LV2, who is the determined first candidate (S210). Second broadcaster LV2 performs an operation on user terminal 20b to accept the invitation. Second broadcaster LV2's user terminal 20b generates a VS game response indicating acceptance of the invitation and sends it to server 10 via the network NW (S212). If second broadcaster LV2 rejects the invitation, a VS game response indicating rejection is generated. In this case, VS processing unit 316 selects another candidate and performs the same invitation processing.
[0055] When the VS processing unit 316 and the game processing unit 312 receive a VS game response indicating acceptance, they generate a new VS game distribution entry in the VS distribution DB 322 and control the VS game distribution as described above (S214). The viewer's user terminal displays the VS game distribution screen described later and receives instructions from the viewer to use gifts. The broadcaster's user terminal displays the VS game operation screen described later and receives information on game operation from the broadcaster. The game processing unit 312 proceeds with the game based on the operation information and gift usage information.
[0056] The game processing unit 312 detects that the game termination conditions in the VS game distribution have been met (S216). The termination conditions are met when the implementation period has elapsed. The VS processing unit 316 determines the winner by comparing the result of the first game of the first broadcaster with the result of the second game of the second broadcaster (S218). The VS processing unit 316 records the winner and loser in the user DB 318 (S220). The VS processing unit 316 notifies the winner and loser of the first broadcaster LV1 and its first viewer AU1, as well as the second broadcaster LV2 and its second viewer AU2, who were participating in the VS game distribution (S222). The VS processing unit 316 transmits information indicating the winner and loser to user terminals 20a, 20b, 30a, and 30b via the network NW. After that, the VS processing unit 316 terminates the VS game distribution. The VS processing unit 316 deletes the entry corresponding to the terminated VS game distribution from the VS distribution DB 322. Even after the VS game stream ends, the first streamer (LV1) continues their original first live stream, the first viewer (AU1) remains a viewer of the first live stream, the second streamer (LV2) continues their original second live stream, and the second viewer (AU2) remains a viewer of the second live stream. This is achieved by retaining information related to each live stream in the stream DB314 even after the VS game stream ends.
[0057] In some embodiments, in VS distribution mode, each distributor's distribution data is sent to an integration server, where each distribution data is integrated into a single VS distribution data. The integration server then sends this VS distribution data to each viewer. The integration server may be server 10 or another server working in conjunction with server 10. For example, at the start of VS distribution, server 10 (or processing unit 342) may instruct each participating distributor's user terminal to send distribution data to the integration server. These distribution data are then integrated / rendered / superimposed into a single VS distribution by the integration server. Server 10 (or processing unit 342) instructs each viewer's user terminal to pull the VS distribution from the integration server. Some examples of integration server providers include Tencent and Wangsu.
[0058] A VS stream is not limited to a VS game stream. In some embodiments, a VS stream may include only the video data of each streamer and may not include any game video data. The participating streamers may interact with each other through performances such as chatting, singing, or dancing. Such interactions may include specific topics such as politics, celebrity impersonations, or playing musical instruments. Viewers of the VS stream can choose which streamer to send gifts to. The streamer who receives the most gifts / rewards is the winner of the VS stream.
[0059] In some embodiments, a VS stream may be called a battle or battle stream, the streamer may be called a liver, and the streamer ID may be called a liver ID.
[0060] Figure 9 is a table showing an exemplary data structure of the Battle DB 330. The Battle DB 330 stores the Battle ID, participants (broadcasters), viewers (audience), battle topic, and results in an interconnected manner. The Battle DB 330 stores battle data related to each battle. In some embodiments, the Battle DB 330 may be part of the VS broadcast DB 322.
[0061] Each battle ID identifies each battle. A battle may be called a VS or PK mode broadcast where multiple broadcasters compete against each other. The Participants section stores the broadcasters participating in (or competing in) the battle broadcast. The Viewers section stores the viewers participating in (or watching) the battle broadcast. The Battle Topic section stores the topic for each battle. In some embodiments, different topics corresponding to different timings may be stored for a single battle. The Results section stores the score or points each broadcaster earned (or won) in that battle. The broadcaster's score or points may be gifts given to (or related to) that broadcaster by viewers. In some embodiments, viewers watching a battle can decide which broadcaster to give gifts to.
[0062] In some embodiments, the battle data in the battle DB 330 may be acquired, for example, by the acquisition unit 340 from an external or internal monitoring unit of the server 10. In some embodiments, the battle topic may be determined by the processing unit 342 and / or the machine learning DB 350. For example, battle distribution data (such as video data and audio data) may be input to the machine learning DB 350 and the topic may be analyzed.
[0063] Figure 10 is a table showing an exemplary data structure of the user similarity DB332. The user similarity DB332 stores similarity scores between each pair of broadcasters. These similarity scores can be calculated using various known methods. For example, each broadcaster's attributes may be represented as an attribute vector or converted to an attribute vector. The attribute vectors of two broadcasters may be used to calculate the similarity score between them. In some embodiments, dot product calculation and / or normalization processing may be used. Broadcaster attributes may include, for example, country, gender, preferred topics, performance style, visual style, voice style, broadcaster level on the platform, etc. Some broadcaster attributes may be collected or determined based on the broadcaster's past behavior on the platform. A machine learning inference process using the machine learning DB350 may be used. The calculation of the similarity score may be performed by the processing unit 342. In this embodiment, a similarity score of 1 means "exactly the same". A higher score means that the two broadcasters are more similar.
[0064] Figure 11 is a table showing an exemplary data structure of the user similarity DB 332. The user similarity DB 332 stores similarity scores between each pair of viewers. These similarity scores can be calculated using various known methods. For example, each viewer's attributes may be represented as an attribute vector or converted to an attribute vector. The attribute vectors of two viewers may be used to calculate the similarity score between them. In some embodiments, dot product calculation and / or normalization processing may be used. Viewer attributes may include, for example, country, gender, preferred topics, preferred broadcaster style, comment style, gift style, political leanings, and viewer level on the platform. Some of the viewer's attributes may be collected or determined based on the viewer's past behavior on the platform. A machine learning inference process using the machine learning DB 350 may be used. The calculation of the similarity score may be performed by the processing unit 342. In this embodiment, a similarity score of 1 means "exactly the same". A higher score means that the two viewers are more similar.
[0065] Figure 12 is a table showing an exemplary data structure of the result estimation DB334. The result estimation DB334 stores the target broadcaster, opposing broadcasters, related viewers, estimated results, and reward multipliers in relation to each other.
[0066] The "target broadcaster" refers to the broadcaster to whom the estimated result is presented. The "opponent broadcaster" refers to the opponent (or potential opponent) on whom the determination of the estimated result was based. The opponent broadcaster may include broadcasters who are currently online and / or currently offline.
[0067] The relevant audience refers to the audience (or potential opposing audience) on which the estimation result was determined. The relevant audience may include viewers who are currently online and / or currently offline. In some embodiments, the relevant audience is a list of viewers who can receive notifications about battles between the target streamer and the opposing streamer. For example, the relevant audience may include followers of the target streamer and / or followers of the opposing streamer.
[0068] The estimation result indicates the win rate of the target streamer in battles against the opposing streamer. For example, the processing unit 342 may use the machine learning DB 350 to analyze past battle data in the battle DB 330, similarity data in the user similarity DB 332, the opposing streamer, and the relevant viewers to provide the win rate. Various known data analysis methods can be used to calculate the estimation result. In some embodiments, the estimation result may include statements such as "win," "lose," "probably win," or "probably lose" instead of indicating probability.
[0069] The reward multiplier is a multiplier that may affect the rewards (such as scores or points) that the target streamer receives in (or after) the battle. The reward multiplier may be set, for example, by the administrator of the streaming platform. In some embodiments, the reward multiplier may be determined based on the win rate. For example, if streamer D1 chooses to battle streamer D2, the reward that streamer D1 receives in that battle will be 1x because the win rate is high (75%). For example, if streamer D1 chooses to battle streamer D4, the reward (or gift) that streamer D1 receives in that battle will be 2x because the win rate is low (17%). A higher reward multiplier may encourage streamers to participate in battles where their win rate is low.
[0070] Figure 13 is a flowchart illustrating an exemplary flow based on some embodiments of the present invention.
[0071] In step S1100, the acquisition unit 340 acquires past battle data related to broadcaster D1 and broadcaster D2. This battle data may include data between broadcaster D1 and broadcaster D2, and / or data between broadcaster D1 and broadcasters similar to broadcaster D2. Broadcaster D2 may be currently online (on the broadcasting platform) and likely to participate in the battle. Broadcaster D2 may or may not be currently live streaming.
[0072] In step S1102, the acquisition unit 340 acquires current viewer data related to a new battle between broadcaster D1 and broadcaster D2. This current viewer data may include data on viewers who are eligible to participate in the new battle. These viewers may be currently online (on the broadcasting platform) and likely to participate in the battle. For example, this viewer data may include data on viewers who are followers of broadcaster D1 and / or broadcaster D2 and are currently online. These viewers may be currently watching a broadcast (such as an archived broadcast or a live broadcast), or they may not be watching any broadcast at all.
[0073] In step S1104, the acquisition unit 340 acquires distributor similarity data.
[0074] In step S1106, the acquisition unit 340 acquires viewer similarity data.
[0075] In step S1108, the processing unit 342 determines an estimation result for a new battle between streamer D1 and streamer D2 based on past battle data, current viewer data, streamer similarity data, and / or the viewer similarity data. For example, the processing unit 342 determines the win rate of streamer D1 in a new battle with streamer D2.
[0076] In step S1110, the processing unit 342 provides the estimated result to the broadcaster D1 before the new battle begins. For example, the processing unit 342 displays the estimated result to broadcaster D1 on the broadcaster D1's user terminal.
[0077] In step S1112, the processing unit 342 determines that broadcaster D1 has agreed to start or participate in a battle. In some embodiments, broadcaster D1 is the one who decides whether or not to start a new battle and invite broadcaster D2 to the new battle. In some embodiments, the new battle is started by broadcaster D2 and broadcaster D1 is invited to the new battle.
[0078] In step S1114, the processing unit 342 initiates the new battle between broadcaster D1 and broadcaster D2. In some embodiments, the processing unit 342 may perform a similar function as the VS processing unit 316.
[0079] In step S1116, the processing unit 342 provides a reward to streamer D1 based on the streamer D1's performance in the new battle. In some embodiments, the reward also depends on the estimation result, as described above with respect to the reward multiplier.
[0080] Figure 14 shows a table illustrating an example of winning probability estimation based on some embodiments of the present invention. In this embodiment, past battle data between streamers D1 and D2 is known. Streamer D4 is a potential opponent for streamer D1 in a new battle (the proposed new battle). The current online viewer data is detected as "V1, V2, V4". The winning percentage of streamer D1 when competing against streamer D4 in the new battle is calculated.
[0081] Past battle data between streamers D1 and D2 shows that when the viewer data is "V1, V2, V3" and the battle topic is "Game," streamer D1 has a 75% win rate (3 wins out of 4 battles) in battles against streamer D2.
[0082] The streamer similarity between streamer D2 and streamer D4 is calculated to be 0.9. The viewer similarity between viewer data "V1, V2, V3" and viewer data "V1, V2, V4" is calculated to be 0.8. The viewer similarity between two sets of viewer data may be calculated in various ways using the viewer similarity data in the user similarity DB332. For example, a normalized dot product calculation may be used. In some embodiments, attribute data for each viewer in each set of viewer data may be used in the calculation of the viewer similarity. For example, the viewer data may be represented in the form of an attribute data matrix. The similarity between two viewer matrices may be calculated.
[0083] Therefore, based on the current viewer data, the estimated win rate for streamer D1 in the new battle BT5 against opponent candidate D4 is calculated to be 0.75 * 0.9 * 0.8 = 0.54. Since opponent candidate D4 is similar to streamer D2, and / or the current viewer data "V1, V2, V4" is similar to the past viewer data "V1, V2, V3", the suggested topic for streamer D1 is "Games". This suggestion may be made by the processing unit 342.
[0084] In some embodiments, because streamers D2 and D4 are similar (or related), past battle data between streamers D1 and D2 may be referenced as past battle data related to streamers D1 and D4. In some embodiments, the current viewer data includes viewers who are currently online (or currently watching the stream) and who can receive notifications about new battles between streamers D1 and D4.
[0085] In some embodiments, if there is no past battle data between streamer D1 and streamer D2 (i.e., streamer D1 and streamer D2 have never competed against each other before), battle data between streamer D1 and streamer D3, and similarity data between streamer D2 and streamer D3 may be used to estimate the battle result between streamer D1 and streamer D3.
[0086] Figure 15 shows a schematic diagram of an exemplary user interface from the perspective of a broadcaster, based on some embodiments of the present invention.
[0087] When streamer D1 prepares (or selects) to start a PK mode stream, the processing unit 342 displays PK-related suggestions to streamer D1. These suggestions include the opposing streamer (or currently online opposing streamer), win rate, reward multiplier, and suggestion topic. The win rate and / or suggestion topic may be determined based on past battle records between streamer D1 and the opposing streamer, or based on past battle records between streamer D1 and another streamer similar to the opposing streamer but currently offline. Streamer D1 may then choose who to invite to the new battle. As shown in the figure, if currently online viewers are supporting streamer D1 against a particular opponent, the processing unit 342 may highlight this in the suggestion interface.
[0088] Figure 16 shows a schematic diagram of an exemplary user interface from the broadcaster's perspective based on some embodiments of the present invention.
[0089] Streamer D1 is online (whether or not they are streaming) and receives two PK invitations from Streamer D2 and Streamer D7. Information about the two PK invitations is displayed to Streamer D1 so that they can choose which battle to accept.
[0090] Figure 17 is a table showing an exemplary data structure of the referral reward DB336. The referral reward DB336 stores beneficiary broadcasters, hopping viewers, referring broadcasters, and remaining referral reward time in relation to each other.
[0091] The beneficiary streamer is a streamer who benefits from the battle with the referring streamer. This benefit may include new fans (or followers) from the referring streamer's fans, gifts from those new fans, or gifts from the referring streamer's fans.
[0092] The hopping viewer is a viewer who is / was a follower of the referring streamer but becomes a follower of the beneficiary streamer for the sake of the battle. The hopping viewer may send gifts to the beneficiary streamer during or after the battle. For example, the hopping viewer may participate in a broadcast other than a PK broadcast conducted solely by the beneficiary streamer after the battle and send gifts during that broadcast.
[0093] The referring streamer is a streamer who introduces the hopping viewers to the beneficiary streamer through the battle.
[0094] The remaining time for the referral reward refers to the remaining time until the "referral reward" is awarded to the referring streamer. The referral reward may be generated when the hopping viewer sends a gift to the beneficiary streamer. The referral reward may also be a portion of the gift / contribution / reward provided by the hopping viewer to the beneficiary streamer.
[0095] For example, viewer V3 is a follower of streamer D5. Viewer V3 participates in a battle between streamer D5 and streamer D1 and is impressed by streamer D1's performance. Viewer V3 may send gifts to streamer D1 during the battle. Viewer V3 becomes a follower of streamer D1 and may later participate in a stream that streamer D1 conducts alone and send gifts to streamer D1 during that stream. Streamer D5 may receive rewards for some of the gifts sent from viewer V3 to streamer D1 during or after the battle. The referral reward period may be set by the administrator of the streaming platform. For example, the referral reward period may start at the time the battle begins and last for one week.
[0096] In some embodiments, the processing unit 342 determines that a viewer associated with streamer D1 (such as a follower) has joined a new battle between streamer D1 and streamer D2. The processing unit 342 determines that the viewer has sent a gift to streamer D2. Subsequently, the processing unit 342 provides a reward to streamer D1 in accordance with the determination that a gift has been sent to streamer D2.
[0097] Traditionally, streamers may be hesitant to participate in battles with other streamers because they fear losing their followers to others. This invention can encourage streamers to participate in battles through a referral reward mechanism.
[0098] Figure 18 is a schematic diagram showing an exemplary user interface of a distributor based on some embodiments of the present invention.
[0099] At timing t1, streamer D1 is providing a live stream to viewers V1 and V3. Streamer D1 selects the button "Refer and earn rewards!" and chooses a streamer's stream to recommend to their viewers.
[0100] At timing t2, the processing unit 342 displays currently online broadcasters who may be a good match for broadcaster D1's current audience. This matching may be performed, for example, by attribute similarity matching using the machine learning database 350. The processing unit 342 may also display the referral reward offers and the duration of the referral rewards for the recommended broadcasters. These referral reward offers and durations may be set by each broadcaster and may be stored, for example, in the user database 318. The broadcaster UI control unit 108 and / or the broadcaster communication unit 110 may be involved in this setting process. This setting may be done on the broadcaster's profile settings page on the live streaming platform.
[0101] For example, streamer D2 sets a referral reward offer to 30% and the referral reward period to two weeks. This means that when a viewer is referred from streamer D1 to streamer D2, 30% of that viewer's contribution to streamer D2 is awarded to streamer D1, and the referral reward lasts for two weeks after the referral. The awarding process may be performed by the processing unit 342, referring to the stream DB 314, the user DB 318, and / or the gift DB 320.
[0102] Streamer D1 chooses to recommend Streamer D2 to viewers at timing t2. At timing t3, Streamer D1 may check the referral reward record on their profile page. The record table includes the referred streamer (the streamer recommended by Streamer D1 to Streamer D1's viewers), the referral reward (the total referral reward associated with the referred streamer), and the remaining time for the referral reward. The data for the referral reward record may be stored in the user DB318. The referral reward may be transferred to Streamer D1's points.
[0103] Figure 19 shows a schematic diagram illustrating an exemplary user interface for a viewer based on some embodiments of the present invention.
[0104] At timing t1, viewer V1 is watching a live stream provided by broadcaster D1. Broadcaster D1 chooses to recommend (or introduce) broadcaster D2 to the viewer. Broadcaster D2 is also currently providing a live stream. The processing unit 342 displays an invitation notification to viewer V1 (and other viewers). The invitation notification includes information about broadcaster D2, such as an image of broadcaster D2, a highlight archive video, and a real-time live stream preview. The data for the invitation notification may be generated by the processing unit 342 and / or the machine learning DB 350, and may be stored, for example, in the user DB 318. Viewer V1 chooses (accepts) to join broadcaster D2's stream.
[0105] At timing t2, viewer V2 leaves streamer D1's live streaming room and moves to streamer D2's live streaming room. This move may be performed, for example, by the processing unit 342. After that, viewer V2 may choose to comment, follow streamer D2, or send a gift to streamer D2. After that, streamer D1 may receive the referral reward for viewer V1's contribution to streamer D2.
[0106] In some embodiments, the referral fee may also be called an affiliate fee, which is a passive reward for the referring streamer. This allows streamers to earn passive income without having to stream themselves, thus encouraging them to refer viewers to other more talented streamers.
[0107] The hardware configuration of the information processing device will be described with reference to Figure 20. Figure 20 is a block diagram showing an example of the hardware configuration of an information processing device based on some embodiments of the present invention. The information processing device 900 shown in the figure can, for example, realize the server 10 and / or the user terminals 20, 30 in some embodiments.
[0108] The information processing device 900 includes a CPU 901, a ROM (read-only memory) 903, and a RAM (random access memory) 905. The information processing device 900 may also include a host bus 907, a bridge 909, an external bus 911, an interface 913, an input device 915, an output device 917, a storage device 919, a drive 921, a connection port 925, and a communication device 929. Furthermore, the information processing device 900 may include an imaging device such as a camera (not shown). In addition to the CPU 901, or in place of the CPU 901, the information processing device 900 may include a DSP (digital signal processor) or an ASIC (application-specific integrated circuit).
[0109] The CPU 901 functions as an arithmetic processing unit and control unit, and controls the operation of all or part of the information processing unit 900 according to various programs stored in the ROM 903, RAM 905, storage device 919, or removable recording medium 923. For example, the CPU 901 controls the overall operation of each functional unit included in the server 10 and the user terminals 20 and 30 in some embodiments. The ROM 903 stores programs and arithmetic parameters used by the CPU 901. The RAM 905 functions as main memory, storing programs used when the CPU 901 is running and parameters that change as appropriate during execution. The CPU 901, ROM 903, and RAM 905 are interconnected by a host bus 907, which may be an internal bus such as a CPU bus. Furthermore, the host bus 907 is connected to an external bus 911 such as a PCI (Peripheral Component Interconnect / Interface) bus via a bridge 909.
[0110] The input device 915 may be a user-operated device such as a mouse, keyboard, touch panel, button, switch, or lever, or a device that converts physical quantities into electrical signals, such as a sound sensor represented by a microphone, an acceleration sensor, a tilt sensor, an infrared sensor, a depth sensor, a temperature sensor, or a humidity sensor. The input device 915 may also be, for example, a remote control device that uses radio waves such as infrared rays, or an external connection device 927 such as a mobile phone that is compatible with the operation of the information processing device 900. The input device 915 includes an input control circuit that generates an input signal based on the information entered by the user or the detected physical quantity and outputs it to the CPU 901. The user inputs various data to the information processing device 900 and instructs its operation by operating the input device 915.
[0111] The output device 917 is a device that can notify the user of acquired information visually or audibly. The output device 917 may be, for example, a display such as an LCD, PDP, or OLED, an audio output device such as a speaker or headphones, or a printer. The output device 917 outputs the processing results from the information processing device 900 as text, images or other visual content, or audio such as sound.
[0112] The storage device 919 is a data storage device and is configured as an example of a storage unit of the information processing device 900. The storage device 919 is, for example, a magnetic storage device such as a hard disk drive (HDD), a semiconductor storage device, an optical storage device, or a magneto-optical storage device. This storage device 919 stores programs executed by the CPU 901, various data, and various data acquired from external sources.
[0113] The drive 921 is a reader / writer for removable recording media 923 such as magnetic disks, optical disks, magneto-optical disks, and semiconductor memory, and is built into or attached to the information processing device 900. The drive 921 reads information recorded on the installed removable recording media 923 and outputs it to the RAM 905. Furthermore, the drive 921 writes data to the installed removable recording media 923.
[0114] The connection port 925 is a port for directly connecting equipment to the information processing device 900. The connection port 925 may be, for example, a USB (Universal Serial Bus) port, an IEEE 1394 port, or a SCSI (Small Computer System Interface) port. Furthermore, the connection port 925 may be an RS-232C port, an optical audio terminal, or an HDMI (High-Definition Multimedia Interface) port. By connecting the external connection device 927 to the connection port 925, various types of data can be exchanged between the information processing device 900 and the external connection device 927.
[0115] The communication device 929 is, for example, a communication interface formed by a communication device for connecting to the network NW. The communication device 929 may be, for example, a communication card for a wired or wireless local area network (LAN), Bluetooth (trademark), or wireless USB (WUSB). Furthermore, the communication device 929 may be a router for optical communication, a router for ADSL (asymmetric digital subscriber line), or a modem for various types of communication. The communication device 929 transmits and receives signals, etc., to and from the Internet or other communication devices using a predetermined protocol such as TCP / IP. The communication network NW connected to the communication device 929 is a network connected by wire or wireless, and may be, for example, the Internet, a home LAN, infrared communication, radio communication, satellite communication, etc. The communication device 929 realizes the function of a communication device.
[0116] The imaging device (not shown) is a device that captures images of real space and generates captured images using an image sensor such as a CCD (charge-coupled device) or CMOS (complementary metal-oxide-semiconductor) and various components such as lenses for controlling the imaging of a subject on the image sensor. The imaging device may capture still images or moving images.
[0117] The configuration and operation of the live streaming system 1 according to this embodiment have been described above. This embodiment is merely one example, and various changes can be made to the combination of each component and each process, and it will be understood by those skilled in the art that such changes are also within the scope of the present invention.
[0118] The processes and procedures described herein can be implemented by software, hardware, or any combination thereof, in addition to those explicitly described. For example, the processes and procedures described herein can be implemented by implementing the logic corresponding to those processes and procedures on a medium such as an integrated circuit, volatile memory, non-volatile memory, non-temporary computer-readable media, or magnetic disk. Furthermore, the processes and procedures described herein can be implemented as computer programs corresponding to those processes and procedures and can be executed by various types of computers.
[0119] Furthermore, the systems or methods described in the above embodiments may be integrated into a program stored on a non-temporary computer-readable medium such as a solid-state memory device, optical disk memory device, or magnetic disk memory device. Alternatively, the program may be downloaded from a server via the Internet and executed by a processor.
[0120] Although the technical content and features of the present invention have been described above, any person with ordinary skill in the art to which the present invention pertains can make many further modifications and alterations without departing from the teachings and disclosures of the present invention. Therefore, the scope of the present invention is not limited to the embodiments already disclosed, but is the scope of the claims, including other modifications and alterations that do not depart from the present invention. [Explanation of Symbols]
[0121] 10 servers 20a, 20b User Terminals 30a, 30b User Terminals 100 Distribution Department 102 Imaging control unit 104 Audio Control Unit 106 Video transmission unit 108 Distribution-side UI control unit 110 Distributing Communications Department 200 Viewing Section 202 Viewer-side UI control unit 204 Viewer-side communications department 400 Delivery-external processing unit 402 Delivery-Out-of-Service UI Control Unit 404 Undelivered Communications Department 302 Distribution Information Department 304 Relay Unit 308 Gift Processing Department 310 Payment Processing Unit 312 Game Processing Unit 314 Stream DB 316 VS Processing Unit 318 User DB 320 Gift DB 322 VS Distribution DB 330 Battle DB 332 User Similarity Database 334 Result estimation DB 336 Referral Reward Database 340 units acquired 342 processing units 350 Machine Learning Databases 900 Information Processing Equipment 901 CPU 903 ROM 905 RAM 907 Host Bus 909 Bridge 911 External bus 913 Interface 915 Input device 917 Output device 919 Storage devices 921 Drive 923 Removable recording media 925 connection ports 927 External connection device 929 Communication equipment LV, LV1, LV2 streamers GA1, GA2 Game Interface AU, AU1, AU2 viewers VD1, VD2, VDA, VDB video NW Network RG1, RG2 small area
Claims
1. A method of live streaming performed by a server, The process involves obtaining past battle data related to the first streamer and the second streamer, A step of determining the estimated result of a new battle between the first streamer and the second streamer based on the aforementioned past battle data, A method of live streaming characterized by including [a certain element].
2. The method of live streaming according to claim 1, characterized in that the estimation result includes the win rate of the first streamer.
3. The past battle data includes past viewer data of past battles related to the first and second broadcasters, and the method further includes the step of acquiring current viewer data related to the new battle. The method for live streaming according to claim 1, characterized in that the estimation result is determined based on the current viewer data.
4. The method for live streaming according to claim 3, further comprising the step of determining a similarity score between past viewer data and current viewer data, wherein the estimation result is determined based on the similarity score.
5. The method for live streaming according to claim 1, further comprising the step of providing the estimation result to the first streamer before the new battle is initiated.
6. moreover, The process of determining that the first broadcaster has agreed to participate in the battle, A step of providing compensation to the first distributor based on the estimation results, A method for live streaming according to claim 5, characterized by including the following.
7. The method of live streaming according to claim 6, characterized in that when the estimation result indicates a lower win rate, the reward for each gift sent from the viewer to the first streamer is higher.
8. The aforementioned past battle data includes past battle records between the first broadcaster and the third broadcaster, and the method further includes a step of determining a broadcaster similarity score between the second broadcaster and the third broadcaster. The method for live streaming according to claim 1, characterized in that the estimation result is determined based on the broadcaster similarity score.
9. moreover, The process of starting the aforementioned new battle, The process of determining that a viewer associated with the first streamer has participated in the new battle, The process of determining that the aforementioned viewer has sent a gift to the aforementioned second broadcaster, The process of providing a reward to the first streamer in response to the determination that the viewer has sent a gift to the second streamer, A method for live streaming according to claim 1, characterized by including the following.
10. moreover, A step of determining a topic based on the past battle data and the current viewer data such that the probability of the first broadcaster winning the new battle is higher in the estimation results, The process of providing the topic to the first distributor, A method for live streaming according to claim 3, characterized by including the following.
11. A system for live streaming, comprising one or more processors, wherein one or more processors execute machine-readable instructions. The process involves obtaining past battle data related to the first streamer and the second streamer, A step of determining the estimated result of a new battle between the first streamer and the second streamer based on the aforementioned past battle data, A system for live streaming characterized by performing the following.
12. A non-temporary computer-readable medium containing a program for live streaming, wherein the program is installed on one or more computers. The process involves obtaining past battle data related to the first streamer and the second streamer, A step of determining the estimated result of a new battle between the first streamer and the second streamer based on the aforementioned past battle data, A non-temporary computer-readable medium containing a program for live streaming, characterized by causing it to execute.
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