METHOD AND SYSTEM FOR DETECTING PREDICTABLE EVENT ACTIONS DURING A VIDEO GAME STREAM

    公开(公告)号:US20240298046A1

    公开(公告)日:2024-09-05

    申请号:US18661867

    申请日:2024-05-13

    Abstract: A method of operating a data processing system for detecting predictable event actions during a video game stream received from means capturing the video game in a first server, wherein the method includes defining a sub-category of the video game to be streamed from the first server to at least one spectator device, pre-defining a set of predictable event actions of the video game according to the defined sub-category before streaming the video game corresponding to the defined sub-category, analyzing visual components on a screen. associating the analyzed visual components with the pre-defined set of predictable event actions. performing an enhancement of spectator engagement. monitoring a change of a state of one or more of the visual components. detecting the predictable event actions based on the change of the state of the one or more visual components, and performing a real-time analysis of the predictable event actions.

    EVENT EXECUTION METHOD AND APPARATUS IN GAME, ELECTRONIC DEVICE AND STORAGE MEDIUM

    公开(公告)号:US20240269560A1

    公开(公告)日:2024-08-15

    申请号:US18556384

    申请日:2021-11-02

    Abstract: An event execution method in a game, comprising: determining, according to an execution result of a first game character on a target task, a target character camp to which the first game character belongs, the first game character corresponding to different target tasks in different seasons, the target character camp comprising a first camp or a second camp (S101); determining, according to the target character camp to which the first game character belongs, a target interaction event to be executed by the first game character, different types of character camps corresponding to different interaction events (S102); and in response to a first interaction instruction for the first game character, controlling the first game character to execute the target interaction event (S103). The diversification and richness of game tasks are increased, the attractiveness of the game to players is improved, and then the efficiency of human-computer interaction and the utilization of resources in a game server are further improved.

    SYSTEM AND METHOD FOR INDIVIDUAL PLAYER AND TEAM SIMULATION

    公开(公告)号:US20240181343A1

    公开(公告)日:2024-06-06

    申请号:US18415951

    申请日:2024-01-18

    Applicant: STATS LLC

    Abstract: A computing system retrieves historical event data for a plurality of games in a league. The historical event data includes (x,y) coordinates of players within each game and game context data. The computing system learns one or more attributes of each team in each game and each player on each team in each game. The computing system receives a request to simulate a play in a historical game. The request includes substituting a player that was in the play with a target player that was not in the play. The computing system simulates the play with the target player in place of the player based on the one or more attributes learned by the computing system. The computing system generates a graphical representation of the simulation.

    DYNAMIC ALLOCATION OF COMPUTE RESOURCES FOR HIGHLIGHT GENERATION IN CLOUD GAMING SYSTEMS

    公开(公告)号:US20240173631A1

    公开(公告)日:2024-05-30

    申请号:US18432957

    申请日:2024-02-05

    CPC classification number: A63F13/86 A63F13/355 A63F13/537

    Abstract: In various examples, compute resources may be allocated for highlight generation in cloud gaming systems. Systems and methods are disclosed that distribute, between and among various devices, processing including user interface generation and overlay, analysis of game streams for actionable events, generation of highlights, storage of highlights, and sharing of highlights. The distribution of processing or compute resources within the cloud gaming system may be dependent on system information of various devices and/or networks. Recordings, snapshots, and/or other highlights may be generated within the cloud gaming system using the determined distribution of compute resources.

    PEER-TO-PEER WAGERING
    19.
    发明公开

    公开(公告)号:US20240153349A1

    公开(公告)日:2024-05-09

    申请号:US18548996

    申请日:2022-03-07

    Abstract: Peer-to-peer wagering is provided to customers matched over an interactive gaming network. A customer can match to another customer to play a gaming match of a video game over a gaming server or network. The two customers can access a wager portal with which to place a wager on the outcome of their gaming match. The customers agree to a wager over the gaming match via the wager portal. The wager includes a wager amount. The customers can each provide the wager amount to the wager portal. The customers can proceed with playing the gaming match. The wager portal monitors the match outcome by connecting to the gaming server to determine the outcome. The wager portal determines which customer won the gaming match and therefore won the wager. The wager portal transfers the wager amounts to the winning customer or customer account.

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