Virtual character movement

JP7640401B2Active Publication Date: 2025-03-05NIANTIC INC
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Patent Information

Application Number
JP2021124795
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-03-29
Filing Date
2021-07-29
Publication Date
2025-03-05
Estimated Expiration
2041-07-29

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Patent Text Reader

Abstract

To provide a travel method of a virtual character within a parallel reality game.SOLUTION: A player may send a virtual character so as to travel to a remote position in a parallel reality game. The remote position is a virtual position corresponding to a position of a real world other than a place in which the player is positioned. Therefore, the player can send a virtual character to a virtual position without traveling to a corresponding position of a real world oneself. Travel time and route for travel such that a character arrives at the remote position are determined. When the virtual character arrives at a remote position once, the character stays there for a fixed continuation time. A client device of the player near a remote position may express visual expression of the virtual character. The virtual character collects virtual items, interacts with other players, and can return to the player's position along with a collected or provided virtual item.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The present disclosure relates generally to parallel reality games, and more particularly to character movement in parallel reality games. [Background technology]

[0002] A parallel reality game has a virtual geography that reflects at least a portion of the real world geography. In a parallel reality game, a player can move through the real world and interact with elements of the virtual world. The player's character appears in a location in the virtual world that reflects the player's location in the real world. A player may want to move through the virtual world to visit points of interest or to interact with virtual items that are not available at the player's current location. Typically, in a parallel reality game, if a player wants to move to a virtual location, he or she must physically move to a real world location that reflects the virtual location. In some circumstances, virtual elements may be unavailable to a player because the player cannot establish a physical presence at the corresponding real world location. For example, if the player's location is established through GPS, it may be difficult or impossible to establish a physical presence in virtual elements that are located within a large building. As another example, a location may be inaccessible at a certain time due to daily operating hours, seasonal access restrictions, etc. Summary of the Invention

[0003] A player of a parallel reality game can send a virtual character to a remote location in the virtual world without having to move his / her real-world geographic location. The player can select a location to which the player wants to move the virtual character. The game system determines a path for the virtual character to travel in the virtual world to reach a virtual destination. At the virtual destination, the virtual character can interact with other players whose real-world geographic locations reflect the geographic location of the virtual destination. For example, the other players can give the virtual character virtual items or other gifts. In some embodiments, the virtual character can also collect virtual items at the virtual destination or at locations near its path of travel. The virtual character can return to the player (e.g., by traveling along the path of travel back to the player who initiated the travel) and can take any items it collected as it travels back to the player. Other example implementations of the present disclosure relate to systems, apparatus, non-transitory computer-readable media, devices, and user interfaces that provide a player with movement of a virtual character in a parallel reality game.

[0004] These and other features, aspects and advantages may be better understood with reference to the following description and appended claims. The accompanying drawings illustrate certain embodiments and, together with the description, serve to explain various principles. However, the drawings should not be considered limiting. Rather, the scope of protection should be determined by the claims. [Brief description of the drawings]

[0005] [Figure 1] FIG. 1 illustrates a computer-based system for implementing a parallel reality game, according to one embodiment.

[0006] [Diagram 2] FIG. 2 illustrates a representation of a virtual world with parallel geography to the real world, according to one embodiment.

[0007] [Diagram 3] FIG. 1 illustrates an exemplary game interface for a parallel reality game, according to one embodiment.

[0008] [Figure 4] 2 is a block diagram of a character movement module of the client of FIG. 1 according to one embodiment.

[0009] [Diagram 5] 1 is a flow chart illustrating a method for moving a virtual character to a remote virtual location.

[0010] [Figure 6] 2 is a block diagram illustrating an example computer suitable for use in the computer-based system of FIG. 1 in accordance with one embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Reference will now be made in detail to various embodiments, one or more examples of which are illustrated in the figures. Each example is provided by way of illustration of the described embodiment and is not intended to limit the claims. Indeed, it will be apparent to those skilled in the art that various modifications and variations can be made without departing from the principles described. For example, features illustrated or described as part of one embodiment can be used with other embodiments to yield still other embodiments. It is therefore intended that this disclosure cover such modifications and variations as come within the scope of the appended claims and their equivalents.

[0012] <Summary> The present disclosure generally relates to parallel reality games that take place in virtual worlds that are mapped to real-world locations. The virtual worlds have experiences associated with real-world actions, such as experiences incorporating virtual elements, such as virtual objects, items, energy, characters, and other virtual elements, that can be used or collected by a player of a parallel reality game having a virtual world that is parallel to at least a portion of the real world. In particular, experiences in the virtual world are determined based on data associated with one or more real-world actions. In this manner, the virtual experiences can correspond to real-world actions to make gameplay more immersive. Furthermore, locating the virtual experiences within the virtual world based on data associated with real-world actions and conditions improves the connection between the parallel virtual worlds and the real world, further enhancing the illusion that the virtual world is another dimension of the real world that a player can perceive and interact with through the parallel reality game.

[0013] The game server can host a location-based parallel reality game having a player gaming region that includes a virtual environment with a geography that parallels at least a portion of a real-world geography. A player can navigate a virtual space in the virtual world by moving through a corresponding geographic space in the real world. In particular, a player can navigate a range of coordinates that defines a virtual space in the virtual world by moving through a range of geographic coordinates in the real world.

[0014] In one aspect, the player's location can be monitored or tracked, for example, using a positioning system (e.g., a GPS system) associated with the player's portable computing device (e.g., a mobile phone, smartphone, gaming device, or other device). As the player moves around in the real world, the player's location information can be provided over a network to a game server hosting the parallel reality game. The game server can update the player's location in the parallel virtual world to correspond to the player's location in the real world.

[0015] A parallel reality game may include one or more virtual elements with which a player can interact during the course of the parallel reality game. To interact with a virtual element, a player may have to travel to a corresponding location of the virtual element in the real world to perform any necessary interaction in the parallel reality game. According to aspects of the present disclosure, a virtual experience may be generated in the virtual world based on data associated with actions in the real world. The data associated with actions in the real world may be analyzed to determine an experience in the virtual world. For example, actions in the real world result in an experience in the virtual world that occurs as a result of the actions in the real world.

[0016] Linking the virtual experience to real-world actions allows for a more engaging experience for the player. Thus, the subject matter of the present disclosure may achieve the technical effect of providing improved computer-based implementations of parallel reality games that allow for the creation of virtual experiences in the parallel reality games that improve the connection between the real world and the parallel virtual world.

[0017] In one embodiment, a game server associated with a parallel reality game may have access to data associated with an individual's location in the real world. The data associated with an individual's location in the real world may be obtained or derived from any suitable source. The data associated with an individual's location in the real world may include a mobile device user's location in the real world. In particular, a user of a mobile device, such as a smart phone, may optionally provide location information regarding a geographic location in the real world to enhance certain location-based features or other functionality. Any information optionally provided by a mobile device user may be provided on an anonymous basis to protect the privacy of users who optionally provided location information.

[0018] The data associated with an individual's location in the real world may also include data associated with a player's location in a parallel reality game. In particular, a game server may receive location information from each of a plurality of players during play of a parallel reality game, thereby enabling the game server to update the player's location in a parallel virtual world associated with the parallel reality game.

[0019] The game server can analyze data associated with an individual's location in the real world and generate a virtual experience based on such data. For example, the game server can place virtual elements in a virtual world for a user that are collected as the user (or other different users) travel to specific locations in the real world. In some aspects, the virtual elements can be used to enhance experiences in the real world. For example, the virtual elements can be exchanged or presented for one or more goods or services in the real world. The generation of a virtual experience in the virtual world based on actions in the real world can provide a player with a reason to travel to a specific location in the real world.

[0020] In certain implementations, certain real-world actions can be directly and / or indirectly mapped to experiences in the virtual world. For example, real-world weather data can be directly mapped to virtual weather in the virtual world. Similarly, real-world weather data can be indirectly mapped to the virtual world, such as making certain virtual elements harder to find when real-world weather conditions indicate rain. As described herein, such mappings can include any real-world action, which can be directly and / or indirectly mapped to one or more experiences in the virtual world, regardless of whether such experiences are related to the real-world action. As another example, a solar eclipse in the real world can be indirectly mapped to the virtual world, resulting in a virtual experience of increased virtual energy for all players in the virtual world. Alternatively, or in combination with the previous example, a solar eclipse can be directly mapped to the virtual world, generating a virtual eclipse that is visible in the virtual world. In this manner, the game server can generate virtual experiences in the virtual world from real-world actions.

[0021] The game server can generate virtual experiences in the parallel virtual world based on other data associated with actions in the real world. For example, the game server can create virtual experiences based on actions in the real world associated with items of cultural, recreational, or commercial value, map data, hazard data, weather data, event calendar data, and other suitable data. As an example, the game server can include virtual experiences in the virtual world based on actions associated with items in the real world that correspond to locations of public, educational, commercial, or recreational value, such as public works of art, tourist attractions, scenic views, libraries, or hiking trails.

[0022] Other exemplary applications of data associated with real-world actions may include a virtual experience in which two or more users collaborate in the real world to achieve one or more goals in the virtual world. As an example, a virtual experience in a virtual world may include a shared virtual experience in which two or more users meet at a particular location in the real world. The two or more users may then cooperate to achieve their mutual goals in the virtual world.

[0023] Yet another exemplary application of data associated with real-world actions may include a first user and a second user traveling to a real-world location exchanging virtual elements in the virtual world with each other. The virtual elements may be messages, items, etc. For example, a first user may travel to a location in the real world and leave a virtual element in the virtual world for a second user. The second user may then travel to the real-world location and collect the virtual element in the virtual world.

[0024] According to certain aspects of the present disclosure, two or more actions as described herein can be combined to result in one or more virtual experiences. For example, two or more virtual elements can be distributed throughout the virtual world, and two or more users can be required to engage in real-world actions of visiting one or more real-world locations to collect such virtual elements. Once the users have collected all of the virtual elements, the game server can provide the virtual experience when the users congregate at a real-world location. As an alternative implementation, a user can provide each of his or her virtual elements to another user, who can then congregate with the other users at a real-world location.

[0025] A virtual character is a type of virtual element that can perform virtual actions. A virtual character may or may not be controlled by a player of a parallel reality game, and may or may not be a representation of the player. A virtual character may be a virtual element that represents a player's location in a virtual world, such that the player's location in the virtual world corresponds to the player's location in the real world. A virtual character may interact with other virtual characters, collect and exchange items, and move to virtual locations. Movement of a virtual character in a virtual world may be accompanied by relative movement of the player in the real world, but this is not required. For example, a virtual character may be sent by a player to a remote location in the virtual world without the player having to move to a corresponding location in the real world. The actions of a virtual character may be controlled by the player, but may also be determined by a game server.

[0026] In one embodiment, a player may send a virtual character that the player has collected or otherwise controls to a specified remote location (e.g., using a control displayed on the screen of his / her client device 120 during game execution to select the remote location). This remote location may be selected from a set of selectable remote locations (e.g., a location that the player has physically visited at some point in time, a location that is within a threshold distance of the player's current location, or a location that the player's contacts or team members in the game have physically visited or are currently located, etc.). The virtual character takes a certain amount of time to travel along a route from the player's current location to the remote location, which is affected by factors such as the length of the route, the geography along the route, and the weather along the route. When in the remote location, the virtual character is visible and can be interacted with by other players. The virtual character may return to the player who sent the virtual character to the remote location along the same route the virtual character took to reach the remote location, or along a different route (e.g., to the player's current location when the virtual character returns, which may be different from the player's location when the virtual character departed for the virtual location). The virtual character may return with one or more virtual items, such as gifts from other players with whom the virtual character interacted, items from near the remote location, or items from near the route the virtual character took to or from the remote location.

[0027] An Exemplary Location-Based Parallel Reality Gaming System Below, examples of computer-implemented location-based gaming systems according to exemplary embodiments of the present disclosure are described. The present subject matter is discussed with reference to parallel reality games. Parallel reality games are location-based games with a virtual world geography that parallels at least a portion of the real world geography, such that player movements and actions in the real world affect actions in the virtual world and vice versa. Using the disclosure provided herein, one skilled in the art should understand that the subject matter of the present disclosure may also be applied to other gaming systems. Furthermore, the inherent flexibility of computer-based systems allows for various configurations, combinations, and divisions of tasks and functions among system components. For example, systems and methods for modifying or verifying game data according to aspects of the present disclosure may be implemented using a single computing device or across multiple computing devices.

[0028] 1 illustrates an exemplary computer-implemented location-based gaming system 100 configured in one embodiment. The location-based gaming system 100 provides for interaction with multiple players in a virtual world having a parallel geography to the real world. In particular, geographic regions in the real world can be directly linked or mapped to corresponding regions in the virtual world. Players can move around in the virtual world by traveling to various geographic locations in the real world. For example, the system 100 can track the player's location in the real world and update the player's location in the virtual world based on the player's current location in the real world.

[0029] 2 illustrates a conceptual diagram of a virtual world 210 parallel to a real world 200 that may act as a game board for a player of a location-based game in accordance with an exemplary embodiment of the present disclosure. As illustrated, the virtual world 210 may include a geography that parallels the geography of the real world 200. In particular, a range of coordinates defining a geographical region or space in the real world 200 is mapped to a corresponding range of coordinates defining a virtual space in the virtual world 210. The range of coordinates in the real world 200 may be associated with a town, neighborhood, city, campus, region, country, continent, entire world, or other geographical region. Each geographic coordinate in the geographical region in the real world 200 is mapped to a corresponding coordinate in the virtual space of the virtual world 210.

[0030] The positions of the players in the virtual world 210 correspond to the positions of the players in the real world 200. For example, player A, located at location 212 in the real world 200, has a corresponding position 222 in the virtual world 210. Similarly, player B, located at location 214 in the real world 200, has a corresponding position 224 in the virtual world. As the players move about within the range of geographic coordinates in the real world, they also move about within the range of coordinates that define the virtual space of the virtual world 210. In particular, a positioning system (e.g., a GPS system) associated with a mobile device carried by the player may be used to track the position of the player as the player moves through the range of geographic coordinates in the real world 200. Data associated with the player's position in the real world 200 is used to update the player's position in the corresponding range of coordinates that define the virtual space of the virtual world 210. In this manner, players can move with continuous tracking in a range of coordinates that define the virtual space of the virtual world 210 by simply moving between corresponding ranges of geographic coordinates in the real world 200, without necessarily having to check in to a particular specific location in the real world 200 or periodically update their location information.

[0031] A location-based game may include multiple game objectives that require a player to navigate to and / or interact with various virtual elements and / or virtual objects distributed at various virtual locations in a virtual world. A player may navigate to these virtual locations by moving to the corresponding locations of the virtual elements or objects in the real world. For example, a positioning system may continually track the player's location such that as the player continues to navigate the real world, the player continues to navigate the parallel virtual world. The player may then interact with the various virtual elements and / or objects at a particular location to accomplish or achieve one or more game objectives.

[0032] For example, game goals may include a player interacting with or otherwise claiming ownership of virtual elements 230 located at various virtual locations in the virtual world 210. These virtual elements 230 may be linked to landmarks, geographic locations, or objects 240 in the real world 200. The real-world landmarks or objects 240 may be works of art, monuments, buildings, businesses, libraries, museums, or other suitable real-world landmarks or objects. To acquire these virtual elements 230, a player may travel to the landmarks or geographic locations 240 linked to the virtual elements 230 in the real world and interact with the virtual elements 230 in the virtual world 210. For example, player A in FIG. 2 may travel to a landmark 240 in the real world 200 to interact with the virtual element 230 linked to the particular landmark 240. Interactions with the virtual elements 230 may be tied to actions in the real world, such as taking a photograph and / or verifying, obtaining, or acquiring other information about the landmark or object 240 associated with the virtual element 230. In another example, a player may send a virtual character to a particular remote virtual location landmark 240 so that the virtual character can interact with virtual elements 230, objects 240, or other players 214 there.

[0033] Game objectives may include a player using one or more virtual items collected by the player within the location-based game. For example, a player may travel through the virtual world in search of virtual items (e.g., weapons, food, medical supplies, soldiers, creatures, or other items) that may be useful in completing game objectives. These virtual items may be found or collected by traveling to different locations in the real world or by completing various actions in either the virtual world or the real world. For example, a player may interact with virtual elements 230 in the virtual world to obtain the virtual items. In the embodiment shown in FIG. 2, a player uses a virtual item 232 to acquire one or more virtual elements 230. In particular, a player may deploy the virtual item 232 at a location in the virtual world 210 in proximity to the virtual element 230. Deploying the one or more virtual items 232 in proximity to the virtual element 230 may result in the acquisition of the virtual element 230 for a particular player or the player's team and / or faction.

[0034] In one particular implementation, players may collect virtual energy as part of a location-based game. As shown in FIG. 2, virtual energy 250 may be dispersed at different locations in the virtual world 210. Players may collect virtual energy 250 by traveling to the corresponding locations of the virtual energy 250 in the real world 200. The virtual energy 250 may be used to power virtual items and / or accomplish various game objectives within the game. A player who loses all of their virtual energy 250 may be temporarily disconnected from the game.

[0035] According to aspects of the present disclosure, the location-based game can be a massive multiplayer location-based game in which all participants in the game share the same virtual world. Players can be divided into different teams or factions and work together to achieve one or more game objectives, such as acquiring or claiming ownership of virtual elements. For convenience, all such groupings of players are referred to herein as teams. In this manner, the location-based game can be essentially a social game that encourages cooperation among players of the game. Players of opposing teams can work against each other during the location-based game. Players can use virtual items to attack or slow the progress of players of the opposing team. In some examples, players of different teams may cooperate in a shared virtual experience (e.g., fighting a boss) to achieve a common objective.

[0036] Location-based games can have a variety of features that enhance and facilitate game play within the location-based game. For example, players can accumulate virtual currency or other virtual rewards that can be used within the game. Players can progress through various levels by completing one or more game objectives and gaining experience within the game. Players can communicate with one another through one or more communication interfaces provided within the game. Players can also gain enhanced "powers" or virtual items that can be used within the game to complete game objectives. Using the disclosure provided herein, one of ordinary skill in the art should understand that various other game features can be included in a location-based game without departing from the scope of the present disclosure.

[0037] Referring again to FIG. 1, the illustrated computer-implemented location-based gaming system 100 includes a client-server architecture in which a game server 110 communicates with one or more clients 120 over a network 130. Although two clients 120 are shown in FIG. 1, any number of clients 120 can be connected to the game server 110 over the network 130. The server 110 can host a universal game module 112 that controls aspects of the location-based game for the players and receives and processes input from the players in the location-based game. On the client side, each client 120 can include a gaming module 125 that operates as a gaming application that provides a user with an interface to the system 100. The game server 110 transmits game data to the clients 120 over the network 130 for use by the gaming modules 125 of the clients 120 to provide a local version of the game (e.g., a portion of a virtual world specific to the player's location) to players located remotely from the game server 110.

[0038] The term "module" is understood to refer to computer logic utilized to provide a desired functionality. Thus, a module may be implemented in hardware, firmware, and / or software controlling a general-purpose processor. In one embodiment, a module may be a program code file stored in a storage device or loaded into memory and executed by a processor, or may be provided from a computer program product, e.g., computer-executable instructions, stored in a tangible computer-readable storage medium, such as a RAM, a hard disk, or an optical or magnetic medium.

[0039] The game server 110 may be any computing device and may include a processor and a memory. The memory may store instructions that cause the processor to perform operations. The game server 110 may include or be in communication with a game database 115. The game database 115 stores game data used in location-based games that is provided or made available to the clients 120 over the network 130.

[0040] The game data stored in the game database 115 may include (1) data associated with a virtual world in a position-based game (e.g., rendering data used to render the virtual world on a display device, geographic coordinates of locations within the virtual world, etc.); (2) data associated with a player of a position-based game (e.g., player information, player experience level, player currency, player item inventory, current location of the player in the virtual / real world, player energy level, player preferences, team information, etc.); (3) data associated with game objectives (e.g., data associated with current game objectives, game objective status, past game objectives, future game objectives, desired game objectives, etc.); and (4) data associated with virtual elements in the virtual world (e.g., location of virtual elements, type of virtual element, data associated with virtual elements, etc.). The game data may include (e.g., game objectives assigned to virtual elements, corresponding real-world location information for virtual elements, virtual element behavior, virtual element associations, etc.), (5) data associated with real-world objects, landmarks, and locations linked to virtual world elements (e.g., real-world object / landmark location, real-world object / landmark description, virtual element associations linked to real-world objects, etc.), (6) game status (e.g., current player count, current status of game objectives, player leaderboard, etc.), (7) data associated with player actions / inputs (e.g., current player location, past player locations, player movements, player inputs, player queries, player communications, etc.), and (8) any other data used, related to, or obtained during the conduct of a location-based game. The game data stored in the game database 115 may be added either offline or in real time by a system administrator and / or by data received over the network 130 from users / players of the system 100, such as one or more clients 120.

[0041] As discussed in more detail below, the game server 110 may include or communicate with a real world situation database 117. The real world situation database 117 may be part of, integrated with, or separate from the game database 115. The real world situation database 117 stores data associated with real world situations, such as individual and / or collective locations of players in the real world, actions associated with places of cultural or commercial value, map data providing locations of roads, highways, and waterways, current and past locations of individual players, hazard data, weather data, event calendar data, and other suitable data. The data stored in the real world situation database 117 may be collected or obtained from any suitable source. For example, in one embodiment, the real world situation database 117 may be coupled with, include, or be part of a map database that stores map information, such as one or more map databases accessed by a mapping service. According to other exemplary aspects, the real world situation database 117 can obtain or access data associated with the player's past and current locations, for example, from the game database 115. According to yet other exemplary aspects, the real world situation database 117 can be coupled to one or more external data sources or services that periodically provide population data, hazard data, weather data, event calendar data, or other data to the real world situation database 117.

[0042] The game server 110 can be configured to receive requests for game data from one or more clients 120 (e.g., via Remote Procedure Calls (RPCs)) and respond to these requests over the network 130. For example, the game server 110 can encode the game data into one or more data files and provide the data files to the clients 120. Additionally, the game server 110 can be configured to receive game data (e.g., player location, player actions, player input, etc.) from one or more clients 120 over the network 130. For example, the client devices 120 can be configured to periodically send player input, player location, and other updates to the game server 110, which the game server 110 uses to update the game data in the game database 115 to reflect changes in the game state.

[0043] As shown, the game server 110 may include a universal game module 112. The universal game module 112 hosts the location-based game for all players and acts as the authoritative source for the current status of the location-based game for all players. The universal game module 112 receives game data (e.g., player input, player location, player actions, player status, landmark information, etc.) from the clients 120 and incorporates the received game data into the overall location-based game for all players of the location-based game. The universal game module 112 may also manage the transmission of game data to the clients 120 over the network 130.

[0044] 1, game server 110 also includes a locator module 114. Locator module 114 may be part of or separate from universal game module 112. Locator module 114 is configured to access data associated with real-world actions, analyze the data, and determine a virtual experience in the virtual world based on the data associated with the real-world actions. For example, locator module 114 can modify game data stored in game database 115 based on the data associated with the real-world actions to place a virtual experience in the virtual world.

[0045] As shown in FIG. 1, the game server 110 may also include a character movement module 116. The character movement module 116 allows a virtual character to move to a virtual location without the player having to accompany the virtual character to a real-world location corresponding to the virtual character's destination in the virtual world. In one embodiment, the character movement module 116 allows a player to send a virtual character to a virtual location associated with a remote real-world location (i.e., a real-world location where the player is not currently located). The character movement module 116 receives input from the locator module 114 to determine the player's real-world geographic location, i.e., the starting point of the character's movement. The character movement module may also receive input from a real-world situation database 117 to determine characteristics of the character's movement, such as speed of movement, movement duration, appearance, interaction with virtual elements, etc. The character movement module 116 may receive input from a game database 115 and store data in the game database 115. The input from the game database 115 may be movement data from the paths of other characters or other measurements from the virtual world. Additionally, the character movement module 116 may output character movement data that is stored in the game database 115. Various embodiments of the character movement module 116 are described in further detail below with reference to FIG.

[0046] Other modules may be used with the game server 110. Any number of modules may be programmed or configured to perform the server-side functions described herein. Additionally, various server-side components may be rearranged. For example, the game database 115 may be integrated within the game server 110. Other configurations will be apparent in light of this disclosure, and this disclosure is not intended to be limited to any particular configuration.

[0047] A client 120 is any computing device capable of being used by a player to interact with gaming system 100. For example, a client 120 may be a wireless device, a personal digital assistant (PDA), a portable gaming device, a mobile phone, a smart phone, a tablet, a navigation system, a handheld GPS system, or other similar device. In short, a client 120 may be any computing device or system capable of executing a gaming module 125 such that a player can interact with a virtual world.

[0048] The gaming module 125 executed by the client 120 provides an interface between the player and the location-based game. The gaming module 125 can present a user interface on a display device associated with the client 120 to display a virtual world associated with the game and allow the user to interact with the virtual world to accomplish various game objectives. The gaming module 125 can also control various other outputs to allow the player to interact with the game without having to look at a display screen. For example, the gaming module 125 can control various sounds, vibrations, or other notifications to allow the player to play the game without looking at a display screen. The gaming module 125 can access game data received from the game server 110 to provide an accurate representation of the game to the user. The gaming module 125 can receive and process player input and provide updates to the game server 110 over the network 130.

[0049] Because the gaming system 100 is for location-based gaming, the client 120 is preferably a portable computing device, such as a smartphone or other portable device, that can be easily carried or otherwise transported by a player. The player can interact with the virtual world by simply carrying or transporting the client 120 in the real world. The client 120 can include a positioning device 128 that monitors the player's location while playing a game. The positioning device 128 can be any device or circuitry that monitors the location of the client 120. For example, the positioning device 128 can determine an actual or relative location based on an IP address using a satellite navigation positioning system (e.g., a GPS system, a Galileo positioning system, a Global Navigation satellite system (GLONASS), a BeiDou satellite navigation positioning system), an inertial navigation system, a dead reckoning system, using triangulation and / or proximity to cell towers and WiFi hotspots, and / or other suitable location determining techniques.

[0050] As the player moves around the real world with the client 120, the positioning device 128 tracks the player's location and provides the player's location information to the gaming module 125. The gaming module 125 updates the player's location in the virtual world based on the player's actual location in the real world. In particular, the player's location in the virtual world may correspond to the player's location in the real world. The gaming module 125 may provide the player's location information to the game server 119 over the network 130 so that the universal game module 112 continues to track the player's location throughout the game.

[0051] The network 130 may be any type of communication network, such as a local area network (e.g., an intranet), a wide area network (e.g., the Internet), or any combination thereof. The network may also include a direct connection between the client 120 and the game server 110. In general, communication between the game server 110 and the client 120 may be performed over a network interface using any type of wired and / or wireless connection, using a variety of communication protocols (e.g., TCP / IP, HTTP, S1v1TP, FTP), encodings or formats (e.g., HTML, JSON, XML), and / or secure methods (e.g., VPN, Secure HTTP, SSL).

[0052] The technology discussed herein refers to servers, databases, software applications, and other computer-based systems, as well as actions taken and information sent to and from such systems. Those skilled in the art will recognize that the inherent flexibility of computer-based systems allows for the configuration, combination, and division of various tasks between configurations. For example, the server processing discussed herein may be implemented using a single server or multiple servers operating in combination. Databases and applications may be implemented on a single system or distributed across multiple systems. Distributed components may operate sequentially or in parallel.

[0053] Also, in situations where the systems and methods discussed herein access and analyze or use personal information about a user, such as location information, the user may be given the opportunity to control whether a program or function collects information and whether and / or how it receives content from the system or other applications. Such information or data will not be collected or used until the user is provided with meaningful notice of what information is being collected and how it will be used. This information will not be collected or used without the user's consent, which can be revoked or changed by the user at any time. Thus, the user can control how information about the user is collected and used by the application or system. Some information or data may also be handled in one or more ways before storage or use, such that personally identifiable information is excluded. For example, the user's identity may be handled such that personally identifiable information cannot be determined for the user.

[0054] <Example Game Interface> 3 illustrates one particular embodiment of a game interface 300 that can be presented on a display of a client 120 as part of an interface between a player and the gaming system 100. The game interface 300 includes a display window 310 that can be used to display various aspects of the game and the virtual world 210, such as the player's position 222 in the virtual world 210, the positions of virtual elements 230, the positions of virtual items 232, and the positions of virtual energy 250. The user interface 300 can also display other information, such as game data information, game communications, player information, and other information associated with the game. For example, the user interface can display player information 315, such as the player's name, experience level, and other information. The user interface 300 can include a menu 320 for accessing various game settings and other information associated with the game. The user interface 300 can also include a communication interface 330 that enables communication between the game system and the player and between one or more players of a location-based game.

[0055] According to aspects of the present disclosure, a player can interact with a location-based game by simply carrying a client device in the real world. For example, a player can play a location-based game by simply accessing an application associated with the location-based game on a smartphone and moving around the real world with the smartphone. In this regard, a player does not need to keep looking at a visual representation of the virtual world on a display screen to play the location-based game. As a result, the user interface 300 can include multiple non-visual elements to allow a user to interact with the game. For example, the game interface can provide an auditory notification to a player when the player is approaching a virtual element or object in the game or when an important event occurs in the location-based game. The player can control such an auditory notification with audio controls 340. Depending on the type of virtual element or event, different types of auditory notifications can be provided to the user. The auditory notifications can increase or decrease in frequency or volume depending on the player's proximity to the virtual element or object. Other non-visual notifications and signals can be provided to the user, such as vibration notifications or other suitable notifications or signals.

[0056] Those skilled in the art should use the disclosure provided herein to appreciate that numerous game interface configurations and underlying functionality will become apparent in light of the present disclosure, and the present disclosure is not intended to be limited to any one particular configuration.

[0057] <Exemplary Character Movement Module> Figure 4 illustrates one embodiment of the character movement module 116 of the game server 110 of Figure 1. In the embodiment illustrated in Figure 4, the character movement module 116 includes a path determination module 410, a travel time determination module 420, a proximity display module 430, an augmented reality module 440, a character appearance module 450, a destination duration module 460, an item collection module 470, and a local data store 480. In other embodiments, the character movement module 116 includes different and / or additional features, and these functions may be distributed among the elements in a manner different from that described.

[0058] The path determination module 410 determines the route (i.e., the path of travel) that the virtual character will take to reach its desired destination and the route it will take from the destination back to the player where it started. The path determination module 410 outputs the determined path to one or more other modules of the character movement module 116. The path determination module 410 may use game data and real world conditions to determine the path of travel. The game data comes from the game database 115 of the game server 110. The path determination module 410 may use game data such as the location of landmarks and other virtual elements in the virtual world, or paths of travel from other virtual characters that have traveled in the past. The path determination module 410 may use real world conditions, such as weather or locations of businesses and other points of interest in the real world, to determine the path of travel of the virtual character.

[0059] In one embodiment, the path of travel is a straight line (i.e., a circular arc in a spherical world) from the character's starting point to the desired destination, without taking into account potential geographic obstacles that exist in the real world. For example, a virtual character may travel from a point in city A to a point in city B along a straight line (i.e., the shortest circular arc in a spherical representation of the world between a point in city A and a point in city B), regardless of buildings, mountains, rivers, etc. that intersect the path, and simply move through them in the virtual world without impediment to movement.

[0060] In other embodiments, the travel path may be limited to traversable paths (e.g., stored in the game database 115) along which the character may travel. The traversable paths may be predefined (e.g., roads and paths shown on a map) or inferred from player position data. The traversable paths may be inferred from player position data by identifying routes that the player has traveled before. For example, a set of GPS coordinates as the player traverses a park may be inferred as a traversable path by connecting each GPS coordinate to form a line. The inferred traversable path may be valid for a limited period of time, such as within an hour, a day, a week, or a month, of the time the traversable path was first traveled. Regardless of how the traversable paths are defined exactly, they collectively define a network of paths along which the virtual character may travel, only changing paths where paths intersect (or come within a threshold distance of each other). Thus, the path determination module 410 may determine the character's travel path by finding a path through the network of traversable paths from a starting point to a destination. For example, the path determination module 410 may find the shortest path through a network of traversable paths and select it as the travel path. As another example, if the traversable paths are roads and other routes on a map, the route may be determined using a real-world routing algorithm.

[0061] In yet another embodiment, the path determination module 410 may generate a travel path from a starting point to a desired destination using a collection of random real-world GPS coordinates, requiring the character to travel to each coordinate representation in the virtual world by an arbitrary path. The randomly selected GPS coordinates may be restricted to an area approximately surrounding the starting location and the destination. For example, the GPS coordinates may be restricted to an area within a threshold distance (e.g., 300 meters) of the starting point, the destination, or a straight line route between them.

[0062] The travel time determination module 420 determines how long it will take for a character to travel from a starting point to its destination. The travel time determination module 420 uses one or more movement speeds of the virtual character to determine how long it will take to travel a particular distance. The travel time determination module 420 receives path information from the path determination module 410 and looks up information from the game database 115 or the real-world situation database 117 to determine the character's movement speed.

[0063] In one embodiment, the movement speed is constant for all characters. Alternatively, each character may be assigned a movement speed. In such cases, the movement time of the character is determined by dividing the length of the route by the speed. In other embodiments, the speed of the character may be affected by one or more external factors. For example, different parts of the route may have different speeds (which may be expressed as absolute values ​​or modifiers to the character's default speed). The speed at a part of the route may be affected by the real-world geography corresponding to that part of the route (e.g., the part of the route along a road, over a river, inside a building, etc.). The speed at a part of the route may also be affected by weather data for the real-world region through which that part of the route passes (e.g., the character's speed is 10% slower in rain, 20% slower in snow, etc.). Multiple external factors may combine to affect the final speed at a part of the route (e.g., rain may slow a character crossing a field more than a character moving along a road). Regardless of how the speed at a point on the route is determined, the travel time determination module 420 determines the total travel time by dividing the length of each point on the route by the corresponding speed and adding the results together.

[0064] In some embodiments, the output of the travel time determination module 420 may be determined prior to the departure of the character or may be dynamically updated. For example, the travel time determination module 420 may output that the virtual character is traveling the equivalent of 40 real-world miles at a constant speed of 60 miles per hour, and therefore the virtual character will take 40 minutes to travel to the destination. This example constitutes a constant output including a constant travel time and a constant speed. However, in another example, the travel time determination module 420 may be activated several times along the character's journey as new game and real-world conditions are encountered. In this example, the character may travel along its path through a location experiencing severe weather, and as a result, the travel time determination module 420 dynamically reduces the character's speed at this location, increasing the total travel time after departure.

[0065] The proximity display module 430, in some embodiments, sends a notification when any player within a threshold distance of the virtual character is either moving or at their desired destination where the virtual character is nearby. For convenience, a player or virtual character within a threshold distance (e.g., 50 meters) of a location is said to be "at" that location. The threshold at which a player or character is determined to be at a location may vary depending on the context. In one embodiment, other players may only see the virtual character at the destination for the time between the virtual character's arrival and return. In other embodiments, a player may additionally or alternatively see the character when the character is en route to or from the destination. To allow this, the proximity display module 430 receives input from the path determination module 420 to determine where the virtual character is currently located on its path of movement. If another player is within a threshold distance of where the character is currently located, a visual representation of the character may be displayed on the player's client 120. In some embodiments, the proximity indication module 430 may generate a push notification to be sent to a client 120 of a player who is within a threshold distance of a character's current location or predicted location (based on the path of travel) to inform the player that a new virtual character is nearby and prompt them to start a game.

[0066] The augmented reality module 440 displays the virtual character to nearby players in an augmented reality environment. In one embodiment, a player who is near a moving virtual character may enter an augmented reality mode of the game on his client 120. In this mode, an image captured by the device's camera is displayed on the screen and overlaid with one or more virtual elements, such as a virtual representation of the moving character, as if the virtual character were physically present at the location. If the virtual character is moving towards or from its destination, the augmented reality module 440 may render a visual representation of the character moving (e.g., walking, running, flying, etc.) along its path of movement. Thus, the player may follow the character to its destination. If the virtual character is at a remote location where it was sent, it may be rendered as a fixed location (e.g., the point of interest where the virtual character was sent), may be rendered as moving along a predefined route around the location, or may be shown moving randomly or pseudo-randomly in the vicinity of the location (e.g., within a threshold distance, such as 50 meters from the point of interest). How a character moves may be determined from a 3D map of its location (eg, the character may walk around, avoiding known obstacles).

[0067] The character appearance module 450 may determine appearance attributes of the virtual character as it moves. In one embodiment, the character appearance module 450 receives input from the path determination module to determine where the character is or has been along its path of movement. This module also takes into account game data and real world conditions to determine the appearance of the virtual character. For example, if the virtual character is currently moving through France, the virtual character may appear holding a baguette or wearing a beret, and if it is raining where the character is currently moving, the character may appear wearing a raincoat, carrying an umbrella, or wet. The character appearance module 450 may also retrieve data (e.g., from the game database 115 or real world conditions database 117) about businesses and other points of interest that are within a threshold distance of the virtual character (or within a threshold distance of the path of movement taken by the virtual character). The character appearance module 450 may change the character's appearance to relate to the surrounding businesses and points of interest or businesses and points of interest that the character has passed by during its movement. For example, a character may be wearing a swimsuit if they are near a water park, or may be holding a lollipop if they passed a candy store on the way to their current location.

[0068] The destination duration module 460 determines the duration the virtual character will remain at its desired destination. In one embodiment, the starting player may determine the duration of the moving character's stay at the desired destination when requesting a move for the virtual character, and this information is stored and executed by the destination duration module 460. For example, a player may choose a desired destination for a virtual character and instruct it to remain there for an hour. This duration may also be determined by game elements or real world conditions. Game elements that may determine the duration of the virtual character's stay at a destination may include the number of times the virtual character interacts with players, other virtual characters, or other virtual elements such as items at the point of interest. Real world conditions that may determine the duration of the virtual character's stay at a destination may include weather, terrain, or the presence of a player at the destination. The virtual character may have goals set by the starting player, who determined the duration of the stay at the destination. Such goals may be set by the starting player during the request for a move and may include a required number of items to collect, a number of players to interact, or other goals.

[0069] The item collection module 470 allows the character to collect items while traveling and at its desired destination. The item collection module 470 searches for virtual items within a threshold distance of the virtual character's current location, and the character can pick up the identified virtual items. The virtual character may take the collected virtual items while returning to the starting player, who can then add these items to his or her item inventory. In one embodiment, the character can pick up any items that pass within a threshold distance during travel (up to the maximum number the character can carry, if possible). In another embodiment, the starting player may specify specific items or item types that the player wants the character to pick up, and the character will only pick up the specified items or item types.

[0070] The local data store 480 comprises one or more computer-readable media configured to store data used by other components of the character movement module 116. In one embodiment, the local data store 480 stores a list of actions taken by the virtual character so that if writing these actions to the game database 115 fails, they can be overwritten at a later time. Similarly, actions may be sent to the starting player's client 120 immediately or at a later time (e.g., if the starting player quits the game, updates of the character's actions may be sent the next time the player starts the game, or a push generation may be generated and sent to the client 120 if the virtual character performs a critical task, such as completing a journey or finding a requested item). Those skilled in the art may recognize that other types of data may be stored in the local data store 480 to improve the performance or robustness of the gaming experience.

[0071] <Example Character Movement Process> 5 is a flow chart illustrating a method 500 for moving a virtual character to a remote virtual location. In the illustrated embodiment, a game server 110 hosts (510) a parallel reality game associated with a virtual world, in which a player controls a virtual character and can interact with and collect items using a client device (i.e., a smartphone, tablet, etc.). The server 110 receives (520) a request from a client 120 of a player of the parallel reality game to send the virtual character to a remote location (e.g., a virtual representation of a real-world location where the player is not currently located). A character movement module 116 of the game server 110 enables the character to move along with its submodules.

[0072] The path determination module 410 determines (530) a travel path that the character will take to reach its desired destination (i.e., the remote location). The travel time determination module 420 determines (540) a travel time that it will take the virtual character to reach the remote location. The travel time may be affected by one or more factors, such as the character's default speed, geographic features along the travel path, weather along the travel path, and paths previously taken by the player. After the determined travel time has elapsed, the path determination module 410 determines (540) that the virtual character has arrived at the remote location. The proximity display module 430 then displays (550) the virtual character to other players located at the remote location. In some embodiments, the virtual character may be displayed to other players while en route to the destination.

[0073] FIG. 5 is not a comprehensive representation of all steps that may occur during the virtual character's movement. Some of the steps may be performed in a different order, in parallel, or not at all. Additionally, the method may include using other modules and steps before, during, or after the process flow described above. For example, while the virtual character is moving to the remote location, its appearance may be changed based on the character appearance module 450, which draws from real-world conditions and game data. The virtual character may collect items using the item collection module 470 during the movement and for the duration of the virtual character's presence at the remote location as determined by the destination duration module 460. Additionally, the virtual character may be displayed (550) to other players at the remote location using the augmented reality module 440, and any data associated with the virtual character's movement is stored in the local data store 480.

[0074] Once the character has traveled to the remote location specified by the starting player and remained at that location for the determined duration, it may return to the starting player along the same path it took to get there or along a different path determined by the path determination module 410. The travel time determination module 420 further determines the travel time of the virtual character and the speed at which it returns to the starting player. Any module capable of moving the virtual character to a destination may also be capable of returning the virtual character to the starting player's location. The game database 115 stores data associated with the movement of the virtual character for subsequent movement of the same or other characters.

[0075] <Example Computing Unit Architecture> 6 is a block diagram illustrating components of an example machine capable of reading instructions from a machine-readable medium and executing them in a processor (or controller). In particular, FIG. 6 shows a diagrammatic representation of a machine in the example form of a computer system 600. The computer system 600 can be used to execute instructions 624 (e.g., program code or software) that cause the machine to perform any one or more of the methodologies (or processes) described herein, including those discussed together in connection with components (or modules) of the game server 110 and / or the client 120.

[0076] The machine may be a server computer, a client computer, a personal computer (PC), a tablet PC, a set-top box (STB), a smart phone, a network router, switch or bridge, a cell tower, or any machine capable of executing instructions 624 that specify actions to be taken by the machine. Additionally, although only a single machine is depicted, the term "machine" should be taken to include a collection of multiple machines that individually or collectively execute instructions 624 to perform any one or more of the methodologies discussed herein.

[0077] The exemplary computer system 600 includes one or more processing units, typically one or more processors 602. The processor 602 may be, for example, a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processor (DSP), a controller, a state machine, one or more application specific integrated circuits (ASICs), one or more radio-frequency integrated circuits (RFICs), or any combination thereof. Any reference herein to a processor 602 may refer to a single processor or multiple processors. The computer system 600 also includes a main memory 604. The computer system may include a storage unit 616. The processor 602, the memory 604, and the storage unit 616 communicate via a bus 608.

[0078] Computer system 600 may also include static memory 606, a display driver 610 (e.g., a plasma display panel (PDP), liquid crystal display (LCD), or projector). Computer system 600 may also include an alphanumeric input device 612 (e.g., a keyboard), a cursor control device 614 (e.g., a mouse, trackball, joystick, motion sensor, or other pointing device), a signal generating device 618 (e.g., a speaker), and a network interface device 620, which are also configured to communicate over bus 608.

[0079] The storage unit 616 includes a machine-readable medium 622 having stored thereon instructions 624 (e.g., software) that implement any one or more of the methodologies or functions described herein. During execution by the computer system 600, the instructions 624 reside, completely or at least partially, within the main memory 604 or within the processor 602 (e.g., within a processor cache memory), with the main memory 604 and the processor 602 also constituting machine-readable media. The instructions 624 may be transmitted or received over a network 670 via the network interface device 620.

[0080] Although the machine-readable medium 622 is shown in the example embodiment as a single medium, the term "machine-readable medium" should be taken to include a single medium or multiple media capable of storing the instructions 624 (e.g., a centralized or distributed database or associated cache or server). The term "machine-readable medium" should also be taken to include any medium capable of storing the instructions 624 for execution by a machine and causing the machine to perform any one or more of the methodologies disclosed herein. The term "machine-readable medium" includes, but is not limited to, data repositories in the form of solid-state memories, optical media, and magnetic media.

[0081] <Additional considerations> Some of the above description have described embodiments in terms of algorithmic processes or operations. These algorithmic descriptions and representations are commonly used by those skilled in the computing arts to effectively convey their work to others skilled in the art. These operations, while described functionally, computationally, or logically, will be understood to be implemented by computer programs having instructions executed by a processor, or equivalent electrical circuitry, microcode, or the like. Furthermore, it has proven convenient at times, without loss of generality, to refer to these functional operation arrangements as modules.

[0082] Any reference to "one embodiment" or "an embodiment" as used herein means that a particular element, feature, structure, or characteristic described in connection with that embodiment is included in at least one embodiment. The appearances of the phrase "in one embodiment" in various places in the specification do not necessarily all refer to the same embodiment. Similarly, the use of the indefinite article preceding an element or component is merely for convenience. This description should be understood to imply the presence of one or more of the element or component, unless expressly stated to the contrary.

[0083] When values ​​are described as "about" or "approximately" (or derivatives thereof), such values ​​should be interpreted as being precise to ±10%, unless otherwise clear from the context. For example, "about 10" should be understood to mean "within the range of 9 to 11."

[0084] As used herein, the terms "comprise," "comprises," "includes," "includes," "has," "having," or any other variation thereof are intended to cover non-exclusive inclusions. For example, a process, method, article, or apparatus that comprises a list of elements is not necessarily limited to only those elements, but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Furthermore, unless expressly stated to the contrary, "or" refers to an inclusive "or" and not an exclusive "or." For example, a condition A or B is satisfied by either: A is true (or exists) and B is false (or does not exist), A is false (or does not exist) and B is true (or exists), and both A and B are true (or exist).

[0085] Although the present subject matter has been described in detail with reference to certain exemplary embodiments and methods thereof, it will be appreciated that those skilled in the art, upon achieving an understanding of the foregoing, may readily make alternatives, modifications, and equivalents to such embodiments. Accordingly, the scope of the present disclosure is set forth by way of example and not by way of limitation, and the disclosure of the present subject matter does not exclude the inclusion of modifications, variations, and / or additions to the present subject matter as would be readily apparent to those skilled in the art.

Claims

1. 1. A computer-implemented method for enabling a character to move through a virtual world, comprising: hosting, at a server, a parallel reality game associated with a virtual world having a parallel geography with at least a portion of the real world such that a character corresponding to a player can move through the virtual world by the player traveling to different geographic locations in the real world; receiving, at the server, a request from a client device of a first player located at a first location to send a virtual character from the first location to a specified remote location without the first player physically moving in the real world, the first character corresponding to the first player being displayed at a location in the virtual world corresponding to the first location; using information about the virtual world to determine a travel time it takes for the virtual character to reach the remote location; using the travel time to determine when the virtual character has arrived at the remote location; responsive to arrival of the virtual character at the remote location, causing a representation of the virtual character to be displayed on a client device of a second player located at the remote location, wherein a second character corresponding to the second player is displayed at a location within the virtual world corresponding to the remote location; the first character and the second character interact with elements in the virtual world as the first player or the second player, respectively, moves in the real world; The second player may interact with the virtual character using the client device of the second player while the second player is located at the remote location. method.

2. determining a path in the virtual world that the virtual character will take to reach the specified remote location from a current location of the virtual character in the virtual world; updating a game database to include the path of the virtual character to the specified remote location; determining a speed of movement of the virtual character based on a characteristic of the path; and causing the virtual character to move to the specified remote location at the determined movement speed and along the determined path. The method of claim 1.

3. determining a real world condition along the path of the virtual character; and modifying characteristics of a representation of the virtual character based on the real-world situation. The method of claim 2.

4. determining the real-world condition includes querying a business database to identify real-world businesses within a threshold distance of the path traveled in the real world; modifying the characteristics of the virtual character includes changing an appearance of the representation of the virtual character to include items associated with the real-world business. The method according to claim 3.

5. the path of movement of the virtual character is a straight line from the current location of the client device of the first player to the specified remote location; The method of claim 2.

6. returning the virtual character to the first player in response to the virtual character being present at the specified remote location for a determined period of time; The method of claim 2.

7. the determined period during which the virtual character is at the remote location is set by the first player, is random, or is determined by the number of interactions the virtual character has with players at the specified remote location. The method according to claim 6.

8. receiving location data from a player's client device over a period of time; using the position data to determine traversable paths through the real world, at least a portion of which intersect at an intersection; determining the path for the virtual character includes identifying a route from the current location to the remote location along a portion of the traversable path; the travel route shifts from a first traversable road to a second traversable road at an intersection; The method of claim 2.

9. the representation of the virtual character is displayed in an augmented reality environment; The method comprises: receiving input from the client device of the second player requesting interaction with the virtual character; updating a game database to include instructions for the interaction with the virtual character. The method of claim 1.

10. Interacting with the virtual character includes the second player providing a virtual item to the virtual character, and the virtual character returning the virtual item to the first player.

10. The method of claim 9.

11. The travel path is a route determined using a real-world routing algorithm. The method of claim 1.

12. identifying virtual items within a threshold distance from a path to the specified remote location; In response to identifying the virtual item, updating a game database to indicate that the virtual character is carrying the virtual item. The virtual character collects virtual items while moving along the path. The method of claim 1.

13. 1. A non-transitory computer readable medium having stored thereon instructions that, when executed by a computing device, cause the computing device to perform operations enabling movement of a character in a virtual world, the operations comprising: hosting a parallel reality game associated with a virtual world having a parallel geography with at least a portion of the real world such that a character corresponding to a player can move through the virtual world by the player traveling to different geographic locations in the real world; receiving a request from a client device of a first player located at a first location to send a virtual character from the first location to a specified remote location without the first player physically moving in the real world, the first character corresponding to the first player being displayed at a location in the virtual world corresponding to the first location; using information about the virtual world to determine a travel time it takes for the virtual character to reach the remote location; using the travel time to determine when the virtual character has arrived at the remote location; responsive to arrival of the virtual character at the remote location, causing a representation of the virtual character to be displayed on a client device of a second player located at the remote location, wherein a second character corresponding to the second player is displayed at a location within the virtual world corresponding to the remote location; the first character and the second character interact with elements in the virtual world as the first player or the second player, respectively, moves in the real world; The second player may interact with the virtual character using the client device of the second player while the second player is located at the remote location. Non-transitory computer-readable medium.

14. The operation includes: determining a path in the virtual world that the virtual character will take to reach the specified remote location from a current location of the virtual character in the virtual world; updating a game database to include the path of the virtual character to the specified remote location; determining a speed of movement of the virtual character based on a characteristic of the path; and causing the virtual character to move to the specified remote location at the determined movement speed and along the determined path.

14. The non-transitory computer readable medium of claim 13.

15. The operation includes: determining a real world condition along the path of the virtual character; and modifying characteristics of a representation of the virtual character based on the real-world situation.

15. The non-transitory computer readable medium of claim 14.

16. determining the real-world condition includes querying a business database to identify real-world businesses within a threshold distance of a travel path in the real world; modifying the characteristics of the virtual character includes changing an appearance of the representation of the virtual character to include items associated with the real-world business.

16. The non-transitory computer readable medium of claim 15.

17. The operation includes: receiving location data from a player's client device over a period of time; using the position data to determine traversable paths through the real world, at least a portion of which intersect at an intersection; determining the path for the virtual character includes identifying a route from the current location to the remote location along a portion of the traversable path; the travel route shifts from a first traversable road to a second traversable road at an intersection; 15. The non-transitory computer readable medium of claim 14.

18. the representation of the virtual character is displayed in an augmented reality environment; The operation includes: receiving an input from the client device of the second player requesting to provide a virtual item to the virtual character; updating a game database to include an indication that the virtual character has the virtual item; The virtual character returns the virtual item to the player.

14. The non-transitory computer readable medium of claim 13.

19. identifying virtual items within a threshold distance from a path to the specified remote location; In response to identifying the virtual item, updating a game database to indicate that the virtual character is carrying the virtual item. The virtual character collects virtual items while moving along the path.

14. The non-transitory computer readable medium of claim 13.

20. 1. A non-transitory computer readable medium having stored thereon instructions that, when executed by a computing device, cause the computing device to perform operations enabling movement of a character in a virtual world, the operations comprising: displaying controls on the screen to allow a player to select a remote location to send a virtual character; the player corresponds to a character in the virtual world; the character is displayed at a position in the virtual world that corresponds to a current location of the computing device of the player; the character interacts with elements within the virtual world as the player moves through the real world; The player can move the virtual character using the computing device without the player physically moving in the real world. And, sending instructions from the computing device of the player to a server to move the virtual character from the current location of the computing device to the remote location; receiving from the server route information to the remote location taken by the virtual character, the route information including a travel time it takes for the virtual character to reach the remote location, the route information being determined using information about the virtual world, and the virtual character being capable of interacting with other players located at the current location of the computing device, along the route of the route information, or at the remote location; receiving an indication from the server that the virtual character has returned from the remote location of a virtual item; and displaying a notification of the return of the virtual character and a virtual representation of the virtual item.

Citation Information

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