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317 results about "Game player" patented technology

Detecting triggering conditions for video game help sessions

The disclosed concepts relate to automatically identifying conditions in a video game to trigger a help session. When a help session is triggered, another video game player or machine learning model can temporarily take over for the current video game player until an ending condition is reached. Help session triggering can be designated by evaluation of prior gameplay data of other video game players to identify in-game conditions that may tend to cause user disengagement, such as in-game conditions that are associated with difficult in-game goals or negative in-game consequences.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Multilayer game reinforcement learning method for intelligent group area coverage control

The invention discloses an intelligent group area coverage control-oriented multilayer game reinforcement learning method, which comprises the following steps of: mapping each agent in an intelligent group into a game player, and constructing an income evaluation mechanism in combination with a task target of the agent to form a group game model; constructing a perception model and a communication model based on physical capability constraints of the intelligent agent, designing evaluation indexes of coverage efficiency, operation safety, energy consumption efficiency and communication collaboration, and integrating the evaluation indexes into a vector revenue function of the intelligent agent; a TD3 model is adopted as a game player role of an intelligent agent, and association between reinforcement learning and group game is established; and constructing a multi-layer semi-distributed game reinforcement learning framework, carrying out environment interaction, and solving an intelligent group area coverage control strategy meeting Pareto-Nash equilibrium. According to the method, the balance of individual and collective benefits is realized, the calculation efficiency is improved through a semi-distributed iterative algorithm, and the method is suitable for solving requirements of a large-scale complex system.
Owner:SECOND INST OF OCEANOGRAPHY MNR

Network-based gameplay interaction system

An electronic gaming system is described. The electronic gaming system includes a server computing device configured to receive an input from a first user computing device including a request to initiate an electronic game and assign a plurality of user devices to the electronic game. The server is further configured to identify a second player account as an initial play player account, wherein the initial play player account is designated to initiate a first play of the electronic game. The server is further configured to transmit content to a second user computing device that causes a gameplay user interface at the second user computing device to include a first display area including video images from a video stream from the second user computing device and a second display area including video images received by the server from a video stream received from the first user computing device.
Owner:ARISTOCRAT TECHNOLOGIES INC

Tracking and representing video game help sessions

ActiveUS20260042009A1Video gamesGraphicsGame player
The disclosed concepts relate to tracking and representing help sessions for video games where video game players are assisted by a helper, e.g., another video game player and / or a trained machine learning model. For instance, the disclosed implementations can graphically modify a controllable entity, such as a character or vehicle, to convey that the current video game player is being assisted by a helper. As another example, the disclosed implementations can graphically modify game achievements to indicate when a given achievement was earned with assistance from a helper.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Detecting onset of motion sickness in virtual reality (VR)

Detecting Onset of Motion Sickness in Virtual Reality (VR) Signals from a motion sensor on a head-mounted device (HMD) used by a player of a computer game are analyzed to determine whether motion of the player such as sway may resemble a precursor motion pattern to motion sickness, so that the player may be advised accordingly before the symptoms of motion sickness manifest themselves.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Computer-implemented system and method for dynamically allocating rewards for electronic game and dynamic data table therefor

Computer-implemented systems and methods are provided for dynamically controlling reward allocation for an electronic game. In one implementation, the method includes one or more operations performed by at least one processor, the operations including receiving game player data for the electronic game, and determining an assignment table input based on the game player data. The operations of the method further include generating an allocation table based on the determined allocation table input, the allocation table including a plurality of probabilities associated with a plurality of predetermined rewards; generating a reward table based on the generated allocation table, the reward table including a plurality of reward identifiers; and allocating rewards to the players based on the reward table.
Owner:POARCH BAND OF CREEK INDIANS DBA PCI GAMING AUTHORITY

Game program and game server

We provide a game program and game server for a story game that allows players to adjust the branching paths of the story. [Solution] The game program is a game program executed by a user terminal that provides information received from a game server to the game player, and repeatedly causes the user terminal to send progress data based on input data to the game server, including sending progress data including retry operation information to the game server S102, to obtain presentation data from the game server corresponding to output data generated using AI on the progress data, including obtaining presentation data from the game server that was generated at a past point in the game's story corresponding to the progress data including retry operation information S103, and to present information based on the presentation data obtained from the game server S104.
Owner:NHN PLAYART

System and method of motor task skill assessment

A system and method may adjust the evaluation of input signals from an input device used by a game player, based on performance or motor acuity. A relationship or mapping between computer input device input and movement within a virtual environment may be adjusted based on the performance metric. An embodiment may measure or calculate a performance metric or motor acuity in a person playing a computer game by determining, for different target types, speed of the player and one of precision, accuracy and variability of the player; and determining motor acuity based on the relationship between speed of the player and the precision, accuracy or variability. The calculation may be using a statistical analysis; and may be by creating a best-fit line in a comparison of speed and variability; and transforming the best-fit line to a curve in a comparison of player speed and player precision.
Owner:STATE SPACE LABS INC

Game information processing device, control method for information processing device, and control program

To efficiently guide game players to build relationships with each other. [Solution] A "game information processing device" (for example, a user management server 10) according to one aspect of the present invention includes means for registering a first player and a second player in association (for example, registration unit 410, registration unit 414), and means for granting a first additional bonus to a second player who was not involved in the acquisition process of the first bonus, provided that the second player is registered in association with the first player (for example, lottery unit 420, granting unit 423).
Owner:MIXI INC

Gameplay complexity assistance system

A system may provide gameplay complexity assistance in gaming. The system operate, during gameplay of a game including a set of controls for a player of the game, a simulated player model to provide gameplay complexity assistance for the player including inputting a game state of the game to the simulated player model to cause the simulated player model to generate at least one simulated control corresponding to at least one control of the set of controls for the player and receiving the at least one simulated control input from the simulated player model. The system may then utilize, in the gameplay of the game, the at least one simulated control input from the simulated player model as a player input of the corresponding one of the set of controls of the player.
Owner:ELECTRONIC ARTS INC

Detecting onset of motion sickness in virtual reality (VR)

Images of a player of a computer game are analyzed to determine whether motion of the player such as sway may resemble a precursor motion pattern to motion sickness, so that the player may be advised accordingly before the symptoms of motion sickness manifest themselves.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

A game card control method and device, computer equipment and storage medium

Embodiments of the present application disclose a game card control method and device, computer equipment and a storage medium. The present application is designed to trigger a preset operation of recommending a card combination in a card game. When a preset operation of a game player on a target game card in a card area is detected, game cards associated with the target game card are selected from a plurality of game cards in the card area, combined with the target game card, and a card combination is obtained. The complete content of each game card in the card combination is displayed on the game interface, so that the game player can quickly play cards according to the card combination, thereby improving the game experience of the game player.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Four-wheel steering bus trajectory tracking control method based on dynamic game

The application discloses a four-wheel steering passenger car trajectory tracking control method based on dynamic game, and the method comprises the following steps: determining an output adjustment model based on a feedforward compensation mechanism, and compensating disturbance error of a coordinated control model based on the output adjustment model; constructing a non-zero-sum dynamic game controller based on three-system game players and the coordinated control model after compensation; deriving Nash equilibrium based on the non-zero-sum dynamic game controller; learning Nash equilibrium by using measured data to drive the controller, and solving corresponding feedback control gain; solving feedforward control gain, and integrating feedback- feedforward compound control strategy based on the feedback control gain and the feedforward control gain; the application establishes a feedforward compensation mechanism based on an output adjustment theory in view of the problem that road curvature disturbance influences trajectory tracking, constructs a non-zero-sum dynamic game framework in view of the problem that trajectory tracking and stability are difficult to balance due to system coupling conflicts, and realizes collaborative control of vehicle trajectory tracking precision and driving stability.
Owner:JIANGSU IND INNOVATION CENT OF INTELLIGENT EQUIP CO LTD

Game device

To provide a technology capable of enhancing a player motivation to visit a parlor.SOLUTION: A game device to be installed in association with a game machine that increases or decreases game media based on game content, comprises an input part to which a player inputs an instruction, a communication part for communicating with the game machine, and a control part. The control part enables executing either one of a paid mode, in which paid game media for normal game can be lent to the player for a fee in accordance with the instruction inputted to the input part by the player, and a trial game mode, in which trial game media for trial game can be lent to the player free of charge. The control part, when the paid mode is executed, allows the player to play the normal game with the game machine using the paid game media by lending the paid game media for a fee to the player, and when the trial game mode is executed, allows the player to play the trial game with the game machine using the trial game media by lending the trial game media to the player free of charge.SELECTED DRAWING: Figure 5
Owner:SUNTAC CO LTD

Object matching method and device, equipment and storage medium

The invention discloses a player object matching method and device, equipment and a storage medium, and relates to the technical field of computers. The method comprises the steps that N objects participating in multi-round fight are determined, each round in the multi-round fight comprises at least one matching group, each matching group comprises two objects participating in the fight, and N is an integer larger than 2; before the ith round in the multi-round battle starts, historical matching information is obtained, and the historical matching information is used for indicating the number of round intervals between every two M objects participating in the ith round; and matching the M objects to form at least one matching group included in the i-th round according to the historical matching information and the limiting condition of the i-th round. By means of the method, it is guaranteed that in any round, the game player which is matched with each player character and carries out battle is not matched within the short round interval number, and the repetition degree of the object matched with the player within the short time is effectively reduced.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Voice interaction processing method and apparatus, and device, computer-readable storage medium and computer program product

PCT designated stageWO2026001252A1Speech analysisVideo gamesGroup sessionGame player
A voice interaction processing method and apparatus, and a device, a computer-readable storage medium and a computer program product. The method comprises: acquiring team formation information in a virtual scene, wherein the team formation information comprises a team identifier of at least one virtual team and terminal information corresponding to game players comprised in each virtual team; on the basis of the team identifier of each virtual team, acquiring from the terminal information corresponding to the virtual team an audio component state of each terminal corresponding to the virtual team; and when it is determined, on the basis of the audio component state of each terminal corresponding to the virtual team, that a group session creation condition is met, creating a group session for the virtual team to perform voice interaction.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Controller-driven video game console login

PendingUS20260138032A1Video gamesGame playerEngineering
Techniques disclosed herein pertain to improving end user video game console experiences. Particularly, techniques are disclosed herein for controller-driven video game console login. In some examples, operating a video game controller includes receiving a first notification from a video game console. The first notification can indicate that a login event has occurred at the video game console. Based on the first notification, it can be detected that an electronic device is within a predetermined distance from the video game controller and a signal can be emitted from the video game controller. A second notification can be received from the electronic device, where the second notification indicates that the signal was received by the electronic device. Based on the second notification, a login credential for a video game player can be obtained and transmitted from the video game controller to the video game console.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Game control method, device and equipment and computer readable storage medium

The invention discloses a game control method, device and equipment and a computer readable storage medium, and belongs to the technical field of computers. The method comprises the steps that a first game picture is displayed, the first game picture comprises a picture corresponding to a first visual field range, and the first visual field range is the visual field range of a virtual object located in a virtual environment; in response to the received trigger information for expanding the visual field range, obtaining a target visual field picture, the target visual field picture being determined based on a second visual field range and the virtual environment, the second visual field range being determined based on the pose information of the virtual object, and the second visual field range being different from the first visual field range; and displaying a second game picture, wherein the second game picture comprises the first game picture and the target view picture. According to the method, the virtual environment information is better obtained by enlarging the displayed game picture in the visual field range, the expansibility and interactivity of the visual field range are improved, a game player makes a game decision in time by utilizing the enlarged displayed visual field range, and the game experience of the player is improved.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Present pre-recorded gameplay videos for in-game player assistance.

A method includes: receiving, via a network, videos generated at the respective sessions on the first client devices from the respective sessions of the video game; for each video, receiving via the network, location metadata from one of the first client devices, the location metadata identifying a spatial location in a virtual environment of the video game where game action depicted in the video occurs, the location metadata being associated with a video frame of the video and identifying the spatial location of the game action depicted in a given video frame; receiving via the network, during a session of the video game executed by a second client device, a current spatial location in the virtual environment of the game action occurring in the session; selecting one or more videos using the current spatial location; and presenting the selected videos at the second client device via the network.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Children's learning game

ActiveUS12350595B2DollsReadingOlder childGame player
A learning game and apparatus that focuses on improving the mastery of object permanence, language acquisition, humor development, and complex imaginative play abilities in young children. Primarily, the present invention is designed for early learners (infants, toddlers, and preschoolers), as no reading is required. The game invention and apparatus comprises a game board, game cards, accessory box and accessories, and has many playstyle variations to accommodate play by young children. The present invention facilitates learning through human interactive peek-a-boo play. The goal of the game is to find the peek-a-boo “surprise” by engaging in dialogue via game cards attached to a vertical game board. Certain variations of the game can be played with one designated game leader and one or more game players. Younger children are encouraged to play with older children as well as take on the role of game leader, as an opposite method of playing. Additionally, the present invention may also provide a means to teach young children sign language.
Owner:PEEK A BOO LEARNING LLC

Mobile game advertisement strategy dynamic optimization method based on dual fatigue model

The invention provides a mobile game advertisement strategy dynamic optimization method based on a dual fatigue model. The method comprises the following steps: S1, acquiring configuration information; s2, level difficulty quantification; s3, modeling a double-fatigue player; s4, performing group evolution simulation and index calculation; s5, triggering and generating an optimization strategy; and S6, candidate strategy evaluation and optimal output. The method aims at solving the problem that in the prior art, due to the fact that advertisement interference factors are not fully considered in a player behavior prediction model, IAA game player loss prediction is not accurate. Meanwhile, the technical blank that in the prior art, only passive prediction can be achieved, and the optimal advertisement and difficulty balance strategy cannot be actively and dynamically found for the IAA game is solved.
Owner:CHENGDU CHENGFENG QUYOU TECHNOLOGY CO LTD

VR game implementation method based on emotion analysis and related equipment

The invention provides a VR game implementation method based on emotion analysis and related equipment. The method comprises the following steps: acquiring multi-modal data of a game player; wherein the multi-modal data comprises visual data, voice data and physiological data; feature values corresponding to the multi-modal data are extracted; and inputting the characteristic values corresponding to the multi-modal data into a preset training model for data analysis, and performing game related processing according to an analysis result. According to the VR game implementation method based on emotion analysis disclosed by the invention, more accurate feedback can be provided for game players, so that better VR game experience can be provided.
Owner:XIAN WANXIANG ELECTRONICS TECH CO LTD

Game control method and device, computer equipment and storage medium

The embodiment of the invention discloses a game control method and device, computer equipment and a computer readable storage medium. According to the scheme, the aiming control of the target skill and the trigger instruction designed for the aiming control of the target skill are provided on the graphical user interface, and the method can comprise the steps that when the sliding operation of a game player on the aiming control of the target skill is detected, the skill release direction can be rapidly determined according to the sliding direction of the sliding operation, in the sliding operation action process, the game view picture displayed by the graphical user interface is kept unchanged, and then the target skill is released based on the skill release direction. Therefore, the skill can be quickly released in a low-accuracy game scene, so that the game operation experience of players is improved.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Meta verse game system based on brainwaves

A metaverse game system based on brainwaves is provided, in that emotional messages, voice messages and color messages are captured from the brainwaves of the gamers. The roles selected by the gamers will input to the metaverse space which is constructed by the metaverse processor so that the role can present the emotion of the gamer. Furthermore, the roles may play game in the metaverse space. In the game process, the sceneries is presented based on the states experienced by the gamer. All the processes are recorded in the record memory. Therefore, the system is applied to a multi-person game. In the whole process, the brainwave messages of each gamer can be presented completely. Further, personal character of the gamer is expressed in the role within the metaverse space. Therefore, the game exhibits a more real and interactive effects.
Owner:LEE CHING +1

Object interaction method and device

The invention provides an object interaction method and device. The object interaction method comprises the steps that an interaction instruction submitted by a target object for an auxiliary object in a game scene is determined; in response to the interaction instruction, the auxiliary object information, the target object information and the scene information of the game scene are determined, information related to the interaction instruction is obtained, and it is ensured that the obtained information conforms to the game scene at the interaction instruction triggering moment. And constructing interaction information based on the auxiliary object information, the target object information and the scene information, and generating interaction description information corresponding to the interaction information by using a large language model. The interaction information is processed by utilizing the large language model, the behavior or dialogue for driving the auxiliary object and the target object to perform personalized interaction is predicted, and the auxiliary object and the target object are driven to perform interaction based on the interaction description information, so that the flexibility and authenticity of the behavior decision of the auxiliary object are improved, and the game interaction experience of a game player is improved.
Owner:BEIJING JINSHAN SHIYOU INTERACTIVE ENTERTAINMENT TECH CO LTD

Roulette-based game and method of playing said game

The present invention belongs to the field of methods and devices for playing casino games, more precisely to the field of devices and methods for playing roulette and similar games or derivatives thereof, which can be played as a casino table game or as a video or internet game. The invention relates to a game based on roulette and a method of playing said game. A conventional game of roulette has multiple winners only if everyone has bet on the same winning number or combination. The roulette game according to the invention can have multiple different bets and multiple different scores, since instead of one ball or arrow to mark the winning number or field, it uses two or more balls or arrows to mark the winning numbers or fields on one roulette wheel, where the game is played by at least two players who play against each other and not against the casino (house). The number of players is not limited upwards, and the number of balls or arrows can be at most one less than the total number of fields on the wheel. The game according to the invention thus allows for multiple winners and losers in a single game. Instead of a roulette wheel, a wheel of fortune or any other rotating body can be used, provided that the surface of the wheel with numbers and / or colors is divided into at least two surfaces. Like the number of players, the number of different surfaces is not limited upwards and can be adjusted according to the number of players playing the game.
Owner:KRASOVEC MITJA

A regenerative braking energy storage scheduling method and system based on dynamic prediction

This invention discloses a method and system for regenerative braking energy storage scheduling based on dynamic prediction. The method includes: collecting data on vehicle operation, line conditions, environment, energy storage status, grid load, and real-time carbon price; generating predicted values ​​for train braking energy, multi-vehicle conflict probability, and energy storage health status through a prediction model, and calculating expected carbon emission reduction benefits; inputting the above results into a decision model, which uses trains, energy storage systems, the grid, and carbon trading nodes as game players, and performs collaborative optimization through multi-agent reinforcement learning fusion game strategies, outputting charging and discharging scheduling commands; issuing execution commands through a cloud-edge-device architecture, with edge nodes autonomously responding to emergencies in case of communication interruption. The system includes corresponding modules. This invention achieves proactive collaborative optimization from passive storage to "prediction-game theory-maintenance-carbon value-added," improving energy utilization and economic efficiency.
Owner:ZHEJIANG XINGKONG ELECTRIC CO LTD

Multi-account access device

Communication objects and closed electrical circuits are worn by players within a gaming player verification system. These objects may communicate with associated player tracking units attached to gaming machines and other devices via radio frequency waves, and each communication object is adapted to alter its communication pattern in response to any break of its closed electrical circuit. Removal of such an object from a player cannot be accomplished without breaking the closed electrical circuit contained therein, thereby disabling, or de-authenticating the device. A communications object may emit a signal which can be tied to one of two or more player accounts. One of the two accounts may be charged for a player transaction depending on the nature of the transaction. A computer server having a player verification program and database may also be used.
Owner:CFPH LLC