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公开(公告)号:US20220091824A1
公开(公告)日:2022-03-24
申请号:US17031247
申请日:2020-09-24
申请人: Electronic Arts Inc.
IPC分类号: G06F8/34
摘要: A visual-programming tool provides an encapsulation mechanism configured to operate as a discrete section of a graph corresponding to a program in a visual-programming language. The encapsulation mechanism is configured to bind control flow of the visual-programming language to the encapsulation mechanism, determine logic associated with an encapsulated section of the graph, determine input and/or output associated with the encapsulated section, and present a visual representation of the encapsulation mechanism encompassing a visual representation of the input and/or output and logic in a graphical-user interface associated with the visual-programming tool. In some examples, the visual-programming tool can automatically position nodes associated with the encapsulation mechanism in the graphical-user interface.
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公开(公告)号:US11260306B2
公开(公告)日:2022-03-01
申请号:US16856293
申请日:2020-04-23
发明人: Jesse Alan Labate
IPC分类号: A63F13/795 , A63F13/798 , A63F13/847 , A63F13/358 , A63F13/335
摘要: A matchmaking system matches players for online gaming, when some of the players may be human players and others may be simulated players. The matchmaking system may determine a first skill score associated with a first player for an online game, determine a behavior simulation model for a simulated player is available for the online game, determine a second skill score associated with the behavior simulation model for the online game, and determine the behavior simulation model matches with the first player based at on the first skill score being within a threshold of the second skill score. The matchmaking system may then instantiate a simulated player based on the behavior simulation model and instantiate the online game with the first player and the simulated player.
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公开(公告)号:US20220032202A1
公开(公告)日:2022-02-03
申请号:US17401223
申请日:2021-08-12
申请人: Electronic Arts Inc.
IPC分类号: A63F13/86 , A63F13/213 , A63F13/215 , A63F13/44 , A63F13/63 , A63F13/35
摘要: The present disclosure provides a system that automatically analyzes telemetric data, biometric data, and other data associated with a gameplay session to identify events occurring during the gameplay session. The telemetric data is generated by the game application during the gameplay session. The biometric data can be generated by input devices and can generate data associated with the user. The system can be configured to identify the segments associated with recorded gameplay events from the gameplay session and use the gameplay data associated with the events to create and output video data for a gameplay segment.
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公开(公告)号:US20220023759A1
公开(公告)日:2022-01-27
申请号:US17392990
申请日:2021-08-03
申请人: Electronic Arts Inc.
发明人: Kevin Todd Alderman , John Preston Glenn , Brent Travis McLeod , Carlos Emmanuel Reyes Pineda , Rayme Christopher Vinson
IPC分类号: A63F13/5372 , A63F13/23 , A63F13/5378
摘要: In response to receiving user input command for sending a contextually aware communication, a computer system is configured to use game state data to determine a target location that a player is focusing on in a virtual environment in a video game, identify a unit that the player likely wants to communicate about based on at least priorities of unit types and proximities of units to the target location, and select a communication action for performance. Different communication actions can be performed in response to the same user input command when the game state data indicates different game states.
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公开(公告)号:US20220001283A1
公开(公告)日:2022-01-06
申请号:US17347346
申请日:2021-06-14
申请人: Electronic Arts Inc.
IPC分类号: A63F13/71 , A63F13/5375 , A63F13/35
摘要: An anti-cheat system may be accessed over a network and stored directly into volatile memory of a user computing system. In some embodiments, this anti-cheat system may scan, or access portions of, the volatile memory of the user computing system to detect whether cheat software or other unauthorized software that may interact with a game application is detected on the user computing system. The accessed portions of the volatile memory may be compared with one or more signatures that are associated with the execution of cheat software on a computing system. The anti-cheat system may be prevented from being stored within non-volatile memory, thereby preventing malicious users from modifying the anti-cheat system.
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公开(公告)号:US11217003B2
公开(公告)日:2022-01-04
申请号:US16863886
申请日:2020-04-30
申请人: Electronic Arts Inc.
发明人: Elaheh Akhoundi , Fabio Zinno
摘要: Systems and methods are provided for enhanced pose generation based on conditional modeling of inverse kinematics. An example method includes accessing an autoencoder trained based on poses, with each pose being defined based on location information of joints, and the autoencoder being trained based on conditional information indicating positions of a subset of the joints. The autoencoder is trained to reconstruct, via a latent variable space, each pose based on the conditional information. Information specifying positions of the subset of the joints is obtained via an interactive user interface and the latent variable space is sampled. An output is generated for inclusion in the interactive user interface based on the sampling and the positions.
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公开(公告)号:US20210373857A1
公开(公告)日:2021-12-02
申请号:US16886372
申请日:2020-05-28
申请人: Electronic Arts Inc.
发明人: Siu Yee Man
摘要: A visual-programming tool accesses a datastore of existing program data, which includes program code associated with a plurality of programs, (e.g., games), stored as multi-layer trees of nodes with logical connections signifying relationships between nodes of adjacent layers. The tool uses machine learning to determine multi-layer trees of predictions including at least one chain of nodes from the multi-layer tree of nodes. The tool provides one or more of the multi-layer trees of predictions including chains of nodes for presentation via a graphical-user interface and receives a gliding gesture input indicating a decision between nodes of the one or more layers. The input indicates a decision associated with selecting a chain of nodes when the input traverses more than one layer. The visual-programming tool provides further layers from the one or more multi-layer trees of predictions based on the received input without requiring acceptance of individual nodes at each layer.
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公开(公告)号:US20210346800A1
公开(公告)日:2021-11-11
申请号:US17385239
申请日:2021-07-26
申请人: Electronic Arts Inc.
IPC分类号: A63F13/358 , A63F13/67 , A63F13/335
摘要: A system and method optimizes game quality by matching players for an online game to one of several virtual games. This matching process may involve filtering the players who wish to play according to various constraint minimizing criteria, packing the players into one or more virtual games to optimize game quality factors of the virtual games, and then instantiating the virtual games to actual online games played by the players. The game packing process may be iterative and may involve adding a new player into a virtual game. Game quality factor (GQF) values prior to and after the placement of the new player in the virtual game may be compared. The comparison of the GQF values may be used, at least in part to determine whether the new player is to remain in the virtual game. Various criteria may be considered in instantiating a virtual game.
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公开(公告)号:US11161044B2
公开(公告)日:2021-11-02
申请号:US16404563
申请日:2019-05-06
申请人: Electronic Arts Inc.
发明人: Navid Aghdaie , John Kolen , Mohamed Marwan Mattar , Mohsen Sardari , Su Xue , Kazi Atif-Uz Zaman
IPC分类号: A63F13/67 , A63F13/5375 , A63F13/285
摘要: Embodiments of the present disclosure provide a tutorial system that can aid a user in performing various game commands in response to different game states in a virtual game environment. As the user plays the game, various game states may be encountered. A tutorial engine may, based on a current game state, determine one or more game commands to be recommended to the user, based on historical information of the user and a game state model, wherein the game state model maintains associations between game states and different segments of users. The user is recommended relevant game commands during the normal course of gameplay, based on their own gameplay history and on game commands commonly performed by other users of the game application.
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公开(公告)号:US20210312689A1
公开(公告)日:2021-10-07
申请号:US16863886
申请日:2020-04-30
申请人: Electronic Arts Inc.
发明人: Elaheh Akhoundi , Fabio Zinno
摘要: Systems and methods are provided for enhanced pose generation based on conditional modeling of inverse kinematics. An example method includes accessing an autoencoder trained based on poses, with each pose being defined based on location information of joints, and the autoencoder being trained based on conditional information indicating positions of a subset of the joints. The autoencoder is trained to reconstruct, via a latent variable space, each pose based on the conditional information. Information specifying positions of the subset of the joints is obtained via an interactive user interface and the latent variable space is sampled. An output is generated for inclusion in the interactive user interface based on the sampling and the positions.
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