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公开(公告)号:US20250073584A1
公开(公告)日:2025-03-06
申请号:US18208179
申请日:2023-06-09
Applicant: Sony Interactive Entertainment Inc.
Inventor: Chen Yao , Jun Murakawa , Nobuyuki Nakamura , Sagnik Chowdhury , Ratnakar Pawar , Robert Brown
IPC: A63F13/533 , A63F13/5375 , A63F13/67 , A63F13/798
Abstract: A system for location-based player feedback for video games may include a data collection module, a pattern recognition module, a localization module and a feedback module. The collection module collects gameplay data for a video game. The pattern recognition module analyzes the collected gameplay data to identify a pattern associated with player difficulty. The localization module associates a game world location with the identified pattern. The feedback module presents a message to players at the game world location associated with the identified pattern requesting feedback. The data collection, pattern recognition, and localization modules may include neural networks trained with machine learning algorithms.
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公开(公告)号:US20250010208A1
公开(公告)日:2025-01-09
申请号:US18219621
申请日:2023-07-07
Applicant: Sony Interactive Entertainment Inc.
Inventor: Chen Yao , Nobuyuki Nakamura , Sagnik Chowdhury , Ratnakar Pawar , Robert Brown , Jun Murakawa
IPC: A63F13/798 , A63F13/497 , A63F13/533
Abstract: Embodiments of the present disclosure may include a method for enhancing a video game trophy, including detecting an end game state to a video game corresponding to award of a trophy. Embodiments may also include extracting metadata relating to a structure of the end game state from gameplay information associated with award of the trophy. Embodiments may also include determining metrics for the end game state from the metadata. Embodiments may also include applying a drama engine to the metrics for the end game state to generate commentary data corresponding to commentary on the award of the trophy.
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公开(公告)号:US20250041724A1
公开(公告)日:2025-02-06
申请号:US18228548
申请日:2023-07-31
Applicant: Sony Interactive Entertainment Inc.
Inventor: Chen Yao , Jun Murakawa , Sagnik Chowdhury , Ratnakar Pawar , Robert Brown
IPC: A63F13/5375
Abstract: A device, system, and non-transitory computer readable medium for providing a specialized agent comprising an application and a virtual assistant are disclosed. The virtual assistant includes a neural network trained with a machine learning algorithm to emulate a communication style of a character and wherein the virtual assistant is further trained on application metadata to a predict response to questions about the application.
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公开(公告)号:US11915384B2
公开(公告)日:2024-02-27
申请号:US17237508
申请日:2021-04-22
Applicant: Sony Interactive Entertainment Inc.
Inventor: Jun Murakawa , Sagnik Chowdhury
CPC classification number: G06T3/40 , G06T3/0093
Abstract: A technique iteratively fits a rasterization distortion function to a distortion property of a display such as a head-mounted display (HMD). The technique also features reconstructing a distortion function from a rendered image with unknown distortion property.
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公开(公告)号:US20250128166A1
公开(公告)日:2025-04-24
申请号:US18908908
申请日:2024-10-08
Applicant: Sony Interactive Entertainment Inc.
Inventor: Jun Murakawa , Alan Murphy , Guy Moss , Lewis Thresh
IPC: A63F13/63 , A63F13/355 , A63F13/44 , A63F13/67 , A63F13/79
Abstract: A gaming system, comprising: generating circuitry configured to generate, for a current gaming session, a virtual environment comprising a plurality of portions, wherein the generating circuitry is configured to instantiate a subset of a total number of elements of a first video game within a first portion of the virtual environment; receiving circuitry configured to receive, from a user input device, input signals indicating a user's level of engagement during the user's interaction with the first portion; and determining circuitry comprising a determining model trained to determine a second video game based on the first portion and the received input signals; wherein the generating circuitry is configured to instantiate a subset of a total number of elements of the second video game within a second portion of the virtual environment.
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公开(公告)号:US20250010207A1
公开(公告)日:2025-01-09
申请号:US18219607
申请日:2023-07-07
Applicant: Sony Interactive Entertainment Inc.
Inventor: Chen Yao , Nobuyuki Nakamura , Sagnik Chowdhury , Ratnakar Pawar , Robert Brown , Jun Murakawa
IPC: A63F13/798 , A63F13/67 , G06N3/04 , G06N3/08
Abstract: Aspects of the present disclosure relate to detecting churn in video games. Gameplay data for a video game is collected. The collected data is then analyzed with a first trained neural network to identify a pattern associated with one or more patterns associated with a player stopping playing the video game. The one or more patterns are analyzed with a second trained neural network to associate the one or more identified patterns with one or more reasons for the player stopping playing the video game. The one or more reasons are presented to a game developer. A system for detecting player churn in video games and methods for training such a system are also disclosed.
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公开(公告)号:US20200320787A1
公开(公告)日:2020-10-08
申请号:US16908350
申请日:2020-06-22
Applicant: Sony Interactive Entertainment Inc.
Inventor: Jun Murakawa , John Doolittle , Justin Beck , Brendan Rehon , Michael Thomas Kutner
Abstract: In graphics processing data is received representing one or more vertices for a scene in a virtual space. A projection of the vertices onto a screen space of a display device is performed. A density of the vertices is adjusted for selected portions of the screen space, such that a lower density of vertices is present in selected portions of the screen space. Primitive assembly is performed on the vertices to generate a one or more primitives in screen space from the projection of the vertices onto the screen space. A finished frame is then generated by performing pixel processing to assign pixel values to the pixel or pixels that are part of the corresponding primitives. In some implementations, the finished frame can be stored in the memory or displayed on the display device.
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公开(公告)号:US10255650B2
公开(公告)日:2019-04-09
申请号:US13902661
申请日:2013-05-24
Applicant: Sony Interactive Entertainment Inc.
Inventor: Richard B. Stenson , Steven Osman , Jun Murakawa , Christopher Ho
IPC: G06T1/20
Abstract: A system has a central processing unit (CPU) and a graphics processing unit (GPU) that includes one or more registers. The GPU can change a resource descriptor in one of the GPU's registers. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.
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公开(公告)号:US20220343458A1
公开(公告)日:2022-10-27
申请号:US17237508
申请日:2021-04-22
Applicant: Sony Interactive Entertainment Inc.
Inventor: Jun Murakawa , Sagnik Chowdhury
Abstract: A technique iteratively fits a rasterization distortion function to a distortion property of a display such as a head-mounted display (HMD). The technique also features reconstructing a distortion function from a rendered image with unknown distortion property.
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公开(公告)号:US11270506B2
公开(公告)日:2022-03-08
申请号:US16908350
申请日:2020-06-22
Applicant: Sony Interactive Entertainment Inc.
Inventor: Jun Murakawa , John Doolittle , Justin Beck , Brendan Rehon , Michael Thomas Kutner
Abstract: In graphics processing data is received representing one or more vertices for a scene in a virtual space. A projection of the vertices onto a screen space of a display device is performed. A density of the vertices is adjusted for selected portions of the screen space, such that a lower density of vertices is present in selected portions of the screen space. Primitive assembly is performed on the vertices to generate a one or more primitives in screen space from the projection of the vertices onto the screen space. A finished frame is then generated by performing pixel processing to assign pixel values to the pixel or pixels that are part of the corresponding primitives. In some implementations, the finished frame can be stored in the memory or displayed on the display device.
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