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公开(公告)号:US20240342608A1
公开(公告)日:2024-10-17
申请号:US18635930
申请日:2024-04-15
申请人: Electronic Arts Inc.
IPC分类号: A63F13/58 , A63F13/5378 , A63F13/837
CPC分类号: A63F13/58 , A63F13/837 , A63F13/5378
摘要: In a video game, a player's character can start in a normal state, receive first damage, and change to an incapacitated state. The player's character can be revived from the incapacitated state back to the normal state. The player's character can be changed from the incapacitated state to a preliminarily defeated state, and in response, a player respawn activation item can be generated. The player respawn activation item can be used by the player's teammates to respawn the player's character at one or more respawn locations.
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公开(公告)号:US20240331248A1
公开(公告)日:2024-10-03
申请号:US18192102
申请日:2023-03-29
申请人: Electronic Arts Inc.
发明人: Tianxin Tao , Jingwen Liang , Harold Henry Chaput
IPC分类号: G06T13/40
CPC分类号: G06T13/40
摘要: A system may perform animation retargeting that may allow an existing animation to be repurposed for a different skeleton and/or a different environment geometry from that associated with the existing animation. The system may input, to a machine learning (ML) retargeting model, an input animation, a target skeleton and environment geometry data of an environment for a predicted animation, wherein the ML retargeting model is configured to generate the predicted animation based on the input animation, the target skeleton and the environment geometry data of the environment for the predicted animation and receive, from the ML retargeting model, the predicted animation based on the input animation, the target skeleton and the environment geometry data of the environment for the predicted animation.
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公开(公告)号:US20240329806A1
公开(公告)日:2024-10-03
申请号:US18621759
申请日:2024-03-29
发明人: Liliia Mandrino
IPC分类号: G06F3/0482 , A63F13/25 , H04L67/306
CPC分类号: G06F3/0482 , A63F13/25 , H04L67/306 , A63F2300/308
摘要: Systems and methods for user interface navigation may include a computing system which causes display of a user interface including a set of first user interface elements. The computing system receives a request to expand a switcher menu including a set of second user interface elements including at least one of the first user interface elements. Each second user interface element, when selected within the switcher menu, is displayed with one or more respective third user interface elements. The computing system causes display of a set of third user interface elements corresponding to one of the second user interface elements, and causes, responsive to a second request to navigate from the switcher menu to one of the set of third user interface elements, the switcher menu to collapse and display the second user interface element with at least some of the third user interface elements.
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公开(公告)号:US20240325930A1
公开(公告)日:2024-10-03
申请号:US18477420
申请日:2023-09-28
申请人: Electronic Arts Inc.
IPC分类号: A63F13/795 , A63F13/80
CPC分类号: A63F13/795 , A63F13/80
摘要: A party system of a gaming environment provides to users of the gaming environment parties of sizes that extend beyond the party size limitations of a video game. An extendable party can dynamically create subset parties of users for gameplay as needed, without requiring the party to be ceased. Therefore, an extendable party allows a subset of users, or multiples thereof, to enter into gameplay while maintaining the party as a whole. A party system, video game, or gaming environment can be configured to apply one or more rules or policies to a party that limit or alter a feature or function of an extended party, such as to prevent players among extended parties from providing or receiving competitive advantages.
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公开(公告)号:US20240325923A1
公开(公告)日:2024-10-03
申请号:US18194425
申请日:2023-03-31
申请人: Electronic Arts Inc
摘要: A personalization system determines a playstyle associated with a player of a gaming system based on gameplay information for the player and, for example, generates personalized animation for the player based on the player's playstyle. The personalization system can receive gameplay data associated with a playstyle of a player in one or more games and receive persona data associated with the player and the gameplay. The persona system can generate an animation for the player based on the gameplay data associated with the playstyle of the player in the one or more games, dynamically generate, based at least in part on a portion of the playstyle of the player, content including personalized animation, wherein the content including personalized animation is dynamically generated personalized content associated with the player, and transmit the content including personalized animation for presentation in a game associated with the player.
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公开(公告)号:US20240325901A1
公开(公告)日:2024-10-03
申请号:US18193158
申请日:2023-03-30
申请人: Electronic Arts Inc.
发明人: Siddharth Mysore Sthaneshwar , Yunqi Zhao , Xin Gao , Alec Jarred Antrim , Harold Henry Chaput , Fernando de Mesentier Silva
IPC分类号: A63F13/5375 , A63F13/79 , G06N3/092
CPC分类号: A63F13/5375 , A63F13/79 , G06N3/092
摘要: A device may access a feature vector generated based on interactions by a user with a video game. The device may access a cluster map comprising a mapping of user clusters, wherein each location within the cluster map is associated with a set of users whose feature vectors are within a threshold degree of similarity of each other. The cluster map may be generated using a plurality of extracted feature vectors obtained from interaction information. A device may determine a map location within the cluster map associated with the user based at least in part on the feature vector. A device may determine a target map location within the cluster map. A device may determine a guidance action based at least in part on the target map location and the map location associated with the user. A device may execute the guidance action.
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公开(公告)号:US20240290316A1
公开(公告)日:2024-08-29
申请号:US18656983
申请日:2024-05-07
申请人: Electronic Arts Inc.
发明人: Siddharth Gururani , Kilol Gupta , Dhaval Shah , Zahra Shakeri , Jervis Pinto , Mohsen Sardari , Navid Aghdaie , Kazi Zaman
摘要: A system for use in video game development to generate expressive speech audio comprises a user interface configured to receive user-input text data and a user selection of a speech style. The system includes a machine-learned synthesizer comprising a text encoder, a speech style encoder and a decoder. The machine-learned synthesizer is configured to generate one or more text encodings derived from the user-input text data, using the text encoder of the machine-learned synthesizer; generate a speech style encoding by processing a set of speech style features associated with the selected speech style using the speech style encoder of the machine-learned synthesizer; combine the one or more text encodings and the speech style encoding to generate one or more combined encodings; and decode the one or more combined encodings with the decoder of the machine-learned synthesizer to generate predicted acoustic features. The system includes one or more modules configured to process the predicted acoustic features, the one or more modules comprising a machine-learned vocoder configured to generate a waveform of the expressive speech audio.
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公开(公告)号:US20240269563A1
公开(公告)日:2024-08-15
申请号:US18418155
申请日:2024-01-19
申请人: Electronic Arts Inc.
CPC分类号: A63F13/60 , A63F13/35 , A63F13/52 , A63F2300/535 , A63F2300/55
摘要: Systems and methods of curiosity driven reinforcement learning agents promote novel exploration of a virtual interactive environment. The data of the exploration can be stored in a buffer to determine, generate, and display visualizations in the virtual interactive environment. The visualizations can correspond to identify issues in the virtual interactive environment and/or identify relationships between regions of the virtual interactive environment.
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公开(公告)号:US12061882B2
公开(公告)日:2024-08-13
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:US20240249472A1
公开(公告)日:2024-07-25
申请号:US18426105
申请日:2024-01-29
申请人: Electronic Arts Inc.
CPC分类号: G06T17/05 , A63F13/52 , A63F13/80 , G06T19/006 , A63F2300/64 , A63F2300/66
摘要: Embodiments of the systems and methods described herein provide a terrain generation and population system that can determine terrain population rules for terrain population objects and features when placing objects and features in a three dimensional virtual space. As such, the terrain generation and population system can generate realistic terrain for use in game. The terrain generation and population system can receive an image, such as a satellite image, and utilize artificial intelligence to perform image segmentation at the pixel level to segment features and/or objects in the image. The game terrain system can automatically detect and apply feature and object masks based on the identified features and/or objects from the image segmentation. The game terrain system can place the features and/or objects in corresponding masks in the three dimensional space according to the application of terrain population rules.
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