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552 results about "Video game" patented technology

A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a touchscreen, virtual reality headset or monitor/TV set.Since the 1980s, video games have become an increasingly important part of the entertainment industry, and whether they are also a form of art is a matter of dispute.

Generating facial animation data from speech audio

This specification provides a system comprising: or more computing devices; and one or more storage devices communicatively coupled to the one or more computing devices. The one or more storage devices store instructions that, when executed by the one or more computing devices, cause the one or more computing devices to perform operations comprising: receiving input data derived from speech audio; generating facial animation data, comprising processing the input data and a conditioning input using a machine-learned generative model; generating further animation data, comprising processing the input data using a further machine-learned generative model; and generating animation data for at least a face in a video game using the facial animation data and the further animation data, wherein the animation data animates at least the face in the video game in accordance with speech sounds of the speech audio.
Owner:ELECTRONIC ARTS INC

Video game integration of cryptographically secured digital assets

A method of integrating a cryptographic digital asset into a digital software application, includes receiving a digital asset identification (ID) code, the digital asset ID code existing together with a unique owner ID code on a distributed blockchain ledger. The digital asset ID code represents the cryptographic digital asset, and the cryptographic digital asset comprises a plurality of attributes. A virtual object is then represented on the display via the digital software application. The virtual object has an appearance that is based on the plurality of attributes of the cryptographic digital asset, and the virtual object includes a plurality of object attributes. The method further includes modifying at least one of the object attributes according to an aspect of the digital software application or interaction between the character avatar and the virtual object and representing a modified virtual object on the display via the digital software application.
Owner:NIKE INC

Machine learning for video game help sessions

The disclosed concepts relate to training a machine learning model to provide help sessions during a video game. For instance, prior video game data from help sessions provided by human users can be filtered to obtain training data. Then, a machine learning model can be trained using approaches such as imitation learning, reinforcement learning, and / or tuning of a generative model to perform help sessions. Then, the trained machine learning model can be employed at inference time to provide help sessions to video game players.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Machine based narration for a scene of a video game

A method for generating broadcasts including receiving game state data and user data of players participating in a gaming session of a video game. A spectator zone-of-interest in the gaming session is identified having a scene of a virtual gaming world that is viewable from camera perspectives in the virtual gaming world. Statistics and facts are generated for the gaming session based on the game state data and the user data using a first AI model trained to isolate game state data and user data that are of interest by spectators. Narration is generated for the scene using a second AI model configured to select statistics and facts from the statistics and facts generated using the first AI model, the selected statistics and facts having a highest potential spectator interest as determined by the second AI model configured to generate the narration using the selected statistics and facts.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

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

Mobile game controller and method for connecting to a wireless audio device

A game controller can provide input to a video game (e.g., to control an object or character in the video game) and, optionally, to interact with a graphical user interface (e.g., to select the video game and / or perform other functions). The game controller can be connected with a mobile computing device, such as a mobile phone, and the game can be played locally on the mobile computing device or remotely via the mobile computing device. In one embodiment discussed herein, a platform-customized mobile game controller is provided. In another embodiment discussed herein, a mobile game controller and method are provided for connecting to a wireless audio device.
Owner:BACKBONE LABS INC

State management for video game help sessions

The disclosed concepts relate to providing help sessions for video game players. For instance, a help session starting state can be obtained from a video game session by a particular video game player. The help session starting state can be loaded into a help session. During the help session, inputs received from a client device of a video game helper can be directed to the help session. After the help session, an updated help session state can be obtained. In some cases, the particular video game player can choose to accept the updated help session state and proceed with video game play from that state. In other cases, the particular video game player can choose to reject that state and return back to the help session starting state.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Social networked gaming mercenary

Systems and methods for enhancing a first user's video gaming experience by enabling a second user to join as a mercenary. The systems and methods comprise transmitting an invitation to the second user to join the first user's gaming session, and receiving an acceptance from the second user. The systems and methods then include determining whether a current point in the first user's gaming session corresponds to an insertion point for the second user to be added. In response, the systems and method modify the gaming session to be a multiplayer gaming session and add the second user. The systems and methods then identify an end trigger point in the modified gaming session, and responsively remove the second user from the modified gaming session and revert the gaming session back to a single player mode.
Owner:ADEIA GUIDES INC

Age-sensitive implementation of video game help sessions

The disclosed concepts relate to managing help sessions within a video game based on age information associated with a video game player. For example, systems and associated methods scan perform age-based restriction of a help session using a variety of techniques. For instance, automated helpers can be selected for help sessions involving children, or messaging between a human helper and a child can be restricted using a range of communication techniques described herein.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Restricting video game help sessions

The disclosed concepts relate to managing help sessions in video games. A system or method receives control inputs from a helper during a help session in a video game. The system or method obtains a game state of the video game and determines whether to provide the control inputs to the video game based on the game state. In at least one instance, the system or method at least temporarily prevents the video game from receiving a particular control input.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

User sentiment detection to identify user impairment during game play providing for automatic generation or modification of in-game effects

A method including executing game logic of a video game to generate a plurality of video frames for a game play of the video game by a player, wherein game state data is generated during the executing the game logic. The method including determining a current context in the game play of the video game based on the game state data. The method including determining a user sentiment of the player towards the current context in the game play of the video game. The method including determining that the user sentiment of the player is inconsistent with an expected user sentiment for the current context. The method including generating an in-game effect for the current context. The method including presenting the in-game effect simultaneous with one or more video frames associated with the current context in the game play of the video game.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Systems and methods of processing player interactions in a multiplayer virtual game space

A computer system is provided that enables players to play an online multiplayer game. When collisions are detected in the game, energy objects are created. These objects may be acquired by players during the game to increase a special ability meter. Activation of the special ability meter allows players to be provided with one or more benefits during the multiplayer video game. In some examples, the benefit may include moving a player object to a second track within the multiplayer racing game.
Owner:NINTENDO CO LTD

Apparatus and method for interactive platform access authorization

In an embodiment, a system for interactive platform access authorization is presented. The system may include a camera operable to obtain image data of a user. The system may include a processor in communication with the camera. The processor may be configured to receive the image data from the camera. The processor may be configured to extract facial features from the image data using a facial recognition process. The processor may be configured to determine an age estimation of a user based on the facial features. The processor may be configured to compare the age estimation to an age gate. The processor may be configured to authorize the user to engage with a video game based on the comparison.
Owner:KIDENTIFY PTE LTD

Using Game Metadata to Animate User-Generated Object in Video Game

A technique for generating, from a video from a computer game, a three-dimensional (3D) representation of space in which Gaussians represent objects in the video. Metadata from the game can be used in creating the 3D representation. User-input content such as a hand-drawn game path is inserted into the 3D representation of space and aligned and scaled. The opacity of the Gaussians in the 3D representation of space is then set to zero such that Gaussians representing objects in the video are transparent and only one or more portions of the user-input content are not transparent. The 3D representation of space is then combined with the video so that the user-input content is presented with the video and animated according to the metadata.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Handheld video game console mounting method and assembly thereof

A handheld video game console securing device that includes a first connecting structure and a second connecting structure connected together by a resiliently stretchable. Each of the connecting structures includes a snap-in connecting arrangement that permits a user to snap each connecting structure into or onto a corresponding receiving portion on opposite sides of a handheld video game console where wireless controllers would usually be connected.
Owner:WESTON BRITTNI

Method and system for protecting players from visual game cheating based on machine learning

The invention provides a method and a system for protecting a player from cheating by an automatic visual sighting device in a video game. The method comprises the following steps: acquiring each frame of the video game; superposing a pre-generated universal defense disturbance on each obtained frame, and presenting the frame superposed with the universal defense disturbance to a player of the video game; wherein the universal defense disturbance superimposed on each frame is visually invisible to a player of the video game, and an object detection model in a visual automatic sighting device during running of the video game cannot recognize a target object, so that the automatic sighting function of the visual automatic sighting device fails. According to the scheme, the automatic visual sighting device cannot accurately recognize the game target, so that the completeness of the game is ensured, legal game playing methods are not influenced, and the automatic visual sighting device can be effectively expanded in different game settings and player groups and can adapt to the dynamic characteristics of the game environment.
Owner:THE UNIVERSITY OF HONG KONG

Intelligent system for creating and streaming content

An intelligent personal computing and communications system including a system processor; a natural language processor operationally coupled to the system processor and implemented with software stored on a tangible medium and executed by said processor; and a user interface operationally coupled to the natural language processor for inputting requests to the natural language processor; whereby the natural language processor makes a video or a video game, activates a video game, purchases customized products, creates targeted advertisements or serves as a virtual companion.
Owner:GALYNSKY LOUIS +1

Video game testing and gameplay feedback using eye tracking

A device may as implemented by an interactive computing system configured with specific computer-executable instructions, capturing one or more image frames of a video game, receiving, from one or more sensors, eye tracking information associated with a user playing the video game, associating the eye tracking information with the one or more image frames, identifying at least a first frame based at least in part on the eye tracking information, identifying at least one feature of interest within the first frame based on the eye tracking information, and outputting an indication associated with the at least one feature of interest.
Owner:ELECTRONIC ARTS INC

LLM-based audio surfacing of personalized game recommendations

Artificial intelligence (AI) models are disclosed to generate unique, personalized podcasts that include recommendations of other games that a particular gamer might want to play. The podcasts can present the recommendations in a voice of a video game character of a video game already played by the respective gamer.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Chair with shape memory material-based movement synchronized with visual content

A chair can be configured for synchronized movement with visual content, such as a video game or movie, presented on a display. The chair can include a seat portion. A plurality of actuators can be operatively positioned to cause a movement of the seat portion. The actuators can include one or more shape memory material members. Each of the actuators being configured such that, when an activation input is provided to the one or more shape memory material members, the one or more shape memory material members change from a first configuration to a second configuration and cause the actuator to morph into an activated configuration. One or more processors operatively connected to selectively activate one or more of the actuators by causing the activation input to be provided to the one or more shape memory material members of at least one of the actuators.
Owner:TOYOTA MOTOR ENG & MFG NORTH AMERICA 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

Generating expressive facial animation data from speech audio using speech emotion recognition

This specification provides a computer-implemented method for generating facial animation data. The facial animation data animates a face in a video game in accordance with speech sounds and speech emotion of speech audio. Speech audio data representing the speech audio is processed using a machine-learned speech emotion recognition model. One or more emotion representations that represent the emotion of the speech audio are generated. For each of the one or more emotion representations, a respective conditioning input for a facial animation generative model is determined. Facial animation data for the speech audio data is generated, comprising processing, using the facial animation generative model: (i) input data derived from the speech audio data, and (ii) the one or more conditioning inputs.
Owner:ELECTRONIC ARTS INC

Game testing techniques using machine learning

A gaming device may provide for. The gaming device may receive video game execution data of a video game including data generated by instrumented code of the video game during execution of the video game, a rendered output of the video game during the execution of the video game, and telemetry data of the video game generated during the execution of the video game. The gaming device may then configure a ML model to at least one of detect or predict a type of events in the execution of the video game using at least the data generated by instrumented code, the rendered output of the video game, and the telemetry data as training data for the ML model.
Owner:ELECTRONIC ARTS INC

Live voice synthetization

PendingUS20260097308A1Video gamesSpeech synthesisLive voiceTelecommunications
Systems, devices, methods, and machine-readable media configured to provide voice synthetization in a multiplayer video game are provided. A system can include a multiplayer video game including a character selection interface through which a player selects a character to represent them in playing the video game, and a voice model trained to convert audio from the player directly into audio in a voice of the character and provide an output that includes the audio in the voice of the character.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Video recapping key events in game play of video game generated using artificial intelligence

A method includes accessing game state data for a game play of a video game. The method including executing an artificial intelligence (AI) model using the game state data to identify key events in the game play. The method including executing the AI model using the game state data to curate a storyline for a video recapping the game play for a selected duration. The method including executing the AI model using the game state data to select and arrange scenes from the game play following the storyline, wherein each scene includes video frames from the game play. The method including regenerating the scenes using the game state of the game play. The method including executing the AI model to generate the video recapping the game play including the scenes arranged to follow the storyline. The method including displaying the video recapping the game play in a user interface.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Video game decision-making system based on auxiliary task learning

The invention relates to the technical field of video game decision making, and particularly discloses a video game decision making system based on auxiliary task learning. The method comprises the following steps: generating a structured game state vector by comprehensively collecting and fusing vision, numerical values, texts and interaction data in a game; a multi-element auxiliary task library is constructed, and an auxiliary task list with priority ranking is output after evaluation, ranking and scheduling; realizing collaborative learning of the main task and the auxiliary task through a shared-private double-branch network and a collaborative loss function, and outputting optimized decision model parameters; game operation is generated and executed based on the decision model parameters and the game state vector, and meanwhile continuous adjustment and optimization are conducted according to feedback data of the game environment. According to the method, the problem that a complex game state is difficult to comprehensively analyze in a traditional game intelligent decision is solved, the pertinence, the efficiency, the robustness and the generalization of the decision are improved, and comprehensive and powerful support is provided for video game decision.
Owner:GUANGZHOU HIP HOP GAME TECH CO LTD

Server-based mechanics help determination from aggregated user data

Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data indicating completion of the activity. The identifier can be predefined in program code of the video game. The identifier and completion data can be received based on an execution of the program code. The event data is processed to determine a video game mechanic suggestion to help a player complete the activity.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Ai–enabled telematics for electronic entertainment, simulation, training and remote operations systems

PendingUS20250352905A1Video gamesMachine learningFlight vehicleMotorsports
A system and method AI-enabled telematics and actuation for electronic entertainment, simulation, training, and remote operations systems. The system and method disclosed support neuro symbolic reasoning and generative AI enabled experience generation to allow a user or collection of users to experience a wide range of realistic scenarios where the user can pick and choose an experience that best fits their individual or collective preferences. Additionally, the system and method have wide applications to a variety of environments, including but not limited to, racing, sports, military training, vehicle and aircraft operation, and training simulations. The proposed system and method enable realistic, immersive video game, simulation, training, and remote operations environments which are applicable to a wide range of devices, platforms, and mediums for recreational, commercial, industrial, and security uses.
Owner:QOMPLX INC

Multimodal sensor fusion for building virtual gamepad for in-car games

A vehicle gaming system for a vehicle includes one or more computing devices configured to obtain body gesture data indicative of one or more recognized poses of a user of a video game; obtain speech data indicative of one or more recognized words spoken by the user in a passenger cabin of the vehicle; generate a multimodal gaming input by combining the body gesture data and the speech data; identify one or more game commands for the video game being played from a game command datastore based on the multimodal gaming input; and transmit the one or more game commands to a remote gaming server to obtain gaming codes associated with the one or more game commands to cause the video game to perform an action associated with the one or more game commands.
Owner:CERENCE OPERATING CO

Facilitation of digital communication channel between video game players

Clustering models and other types of models may be used to match a first video game player that is proficient in a particular game task with a second video game player that is facing the same task. A secure communication channel between the two players may then be opened on the game network for the first player to coach the second player within the game environment.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC