-
公开(公告)号:US11331575B2
公开(公告)日:2022-05-17
申请号:US16532301
申请日:2019-08-05
申请人: Electronic Arts Inc.
IPC分类号: A63F13/5378 , A63F13/35 , A63F13/79 , G06N20/00 , G06F16/29 , G06F16/955 , G06F16/9535 , A63F13/65
摘要: The present disclosure provides embodiments of a virtual mapping system for using real world geographical locations to generate virtual environments within game applications. The virtual mapping system allows a game application to identify geographical information associated with real world locations. The geographical information can be used by the game application to recreate the selected geographical location using virtual assets from the game application.
-
公开(公告)号:US11120113B2
公开(公告)日:2021-09-14
申请号:US16847263
申请日:2020-04-13
申请人: Electronic Arts Inc.
发明人: Mohsen Sardari , Kenneth Alan Moss , Kazi Atif-Uz Zaman , Navid Aghdaie , John Kolen , Mohamed Marwan Mattar
IPC分类号: G06F21/00 , G06F21/32 , G06F21/83 , A63F13/79 , G06F3/16 , A63F13/25 , A63F13/35 , A63F13/73
摘要: Embodiments presented herein use an audio based authentication system for pairing a user account with an audio-based periphery computing system. The audio-based authentication system allows a user to interface with the periphery device through a user computing device. The user can utilize a previously authenticated user account on the user computing device in order to facilitate the pairing of the audio-based periphery computing system with the user account.
-
公开(公告)号:US20210093974A1
公开(公告)日:2021-04-01
申请号:US17068315
申请日:2020-10-12
申请人: Electronic Arts Inc.
发明人: Navid Aghdaie , John Kolen , Mohamed Marwan Mattar , Mohsen Sardari , Su Xue , Kazi Atif-Uz Zaman , Meng Wu
IPC分类号: A63F13/67 , A63F13/537 , A63F13/822
摘要: Embodiments of the systems and methods described herein can automatically measure the difficulty metrics associated with various aspects of a video game using an artificial intelligence system. The artificial intelligence system may include multiple game agents. Telemetry data associated with the gameplay of each game agent may be recorded while the game application is automatically executed by the game agents. The telemetry data may be communicated to a data analysis system which can calculate game difficulty metrics for various aspects of the game. The data analysis system can determine game difficulty associated with the various aspects based on the game difficulty metrics. The results from the data analysis system may be visualized and communicated to a game developer for updating the operations of the video game.
-
公开(公告)号:US10926173B2
公开(公告)日:2021-02-23
申请号:US16436811
申请日:2019-06-10
申请人: Electronic Arts Inc.
发明人: Dhaval Hemant Shah , Igor Borovikov , Mohsen Sardari , John Kolen , Navid Aghdaie , Kazi Atif-Uz Zaman
IPC分类号: A63F13/00 , A63F13/424 , A63F13/63 , A63F13/215
摘要: Systems and methods are disclosed for enabling a player of a video game to designate custom voice utterances to control an in-game character. One or more machine learning models may learn in-game character actions associated with each of a number of player-defined utterances based on player demonstration of desired character actions. During execution of an instance of a video game, current game state information may be provided to the one or more trained machine learning models based on an indication that a given utterance was spoken by the player. A system may then cause one or more in-game actions to be performed by a non-player character in the instance of the video game based on output of the one or more machine learning models.
-
公开(公告)号:US10799798B2
公开(公告)日:2020-10-13
申请号:US16455448
申请日:2019-06-27
申请人: Electronic Arts Inc.
发明人: Navid Aghdaie , John Kolen , Mohamed Marwan Mattar , Mohsen Sardari , Su Xue , Kazi Atif-Uz Zaman , Meng Wu
IPC分类号: A63F13/67 , A63F13/537 , A63F13/822
摘要: Embodiments of the systems and methods described herein can automatically measure the difficulty metrics associated with various aspects of a video game using an artificial intelligence system. The artificial intelligence system may include multiple game agents. Telemetry data associated with the gameplay of each game agent may be recorded while the game application is automatically executed by the game agents. The telemetry data may be communicated to a data analysis system which can calculate game difficulty metrics for various aspects of the game. The data analysis system can determine game difficulty associated with the various aspects based on the game difficulty metrics. The results from the data analysis system may be visualized and communicated to a game developer for updating the operations of the video game.
-
公开(公告)号:US10799795B1
公开(公告)日:2020-10-13
申请号:US16365417
申请日:2019-03-26
申请人: Electronic Arts Inc.
摘要: Systems and methods are provided for real-time audio generation for electronic games based on personalized music preferences. An example method includes requesting listening history information from one or more music streaming platforms, the listening history information indicating, at least, music playlists to which a user created or is subscribed. A style preference associated with the user is determined based on the listening history information. A musical cue associated with an electronic game is accessed, with the musical being associated with music to be output by the electronic game based on a game state of the electronic game. Personalized music is generated utilizing one or more machine learning models based on the musical cue and the style preference, wherein the system is configured to provide the personalized music for inclusion in the electronic game.
-
公开(公告)号:US20200313782A1
公开(公告)日:2020-10-01
申请号:US16365499
申请日:2019-03-26
申请人: Electronic Arts Inc.
摘要: Systems and methods are provided for personalized real-time audio generation based on user physiological response. An example method includes obtaining hearing information associated with a user's hearing capabilities, the hearing information indicating one or more constraints on the user's hearing, and the hearing information being determined based on one or more hearing tests performed by the user; requesting listening history information from one or more music streaming platforms, the listening history information indicating, at least, music playlists to which a user created or is subscribed; determining, based on the listening history information, a style preference associated with the user; generating, utilizing one or more machine learning models, personalized music based on the hearing information and the style preference, wherein the personalized music comports with the constraints, and wherein the system is configured to provide the personalized music for output via a user device of the user.
-
公开(公告)号:US20200298131A1
公开(公告)日:2020-09-24
申请号:US16359812
申请日:2019-03-20
申请人: Electronic Arts Inc.
发明人: Jervis Pinto , Polina Igorevna Gouskova , Chetan Nagaraja Rao , Farah Mariam Ali , Mohsen Sardari , John Kolen , Navid Aghdaie , Kazi Atif-Uz Zaman
摘要: Using user-specific prediction models, it is possible to present an individualized view of messages generated by users playing a shared instance of a video game. Further, users with different subjective views of what is offensive may be presented with different forms or annotations of a message. By personalizing the views of messages generated by users, it is possible to reduce or eliminate the toxic environment that sometimes forms when players, who may be strangers to each other and may be located in disparate locations play a shared instance of a video game. Further, the user-specific prediction models may be adapted to filter or otherwise annotate other undesirable messages that may not be offensive, such as a message generated by one user in a video game that includes a solution to an in-game puzzle that another user may not desire to read as it may spoil the challenge for the user.
-
公开(公告)号:US10751629B2
公开(公告)日:2020-08-25
申请号:US16366409
申请日:2019-03-27
申请人: Electronic Arts Inc.
发明人: Su Xue , Kazi Atif-Uz Zaman , Navid Aghdaie , John Kolen , Zhengxing Chen
IPC分类号: A63F13/35 , A63F13/795 , A63F13/67 , A63F13/48
摘要: Embodiments of systems presented herein may identify users to play a multiplayer video game together using a mapping system and machine learning algorithms to create sets of matchmaking plans for the multiplayer video game that increases player or user retention. Embodiments of systems presented herein can determine the predicted churn rate, or conversely retention rate, of a user waiting to play a video game if the user is matched with one or more additional users in a multiplayer instance of the video game.
-
公开(公告)号:US10748515B2
公开(公告)日:2020-08-18
申请号:US16231040
申请日:2018-12-21
申请人: Electronic Arts Inc.
摘要: Systems and methods are provided for enhanced real-time audio generation via a virtualized orchestra. An example method includes receiving, from a user device, a request to generate output associated with a musical score. Actions associated with virtual musicians with respect to respective instruments are simulated based on one or more machine learning models, with the simulated actions being associated with a virtual musician and indicative of an expected playing style during performance of the musical score. Output audio to be provided to the user device is generated, with the output audio being generated based on the simulated actions.
-
-
-
-
-
-
-
-
-