Dynamic audio optimization
    1.
    发明授权

    公开(公告)号:US12245008B2

    公开(公告)日:2025-03-04

    申请号:US17828668

    申请日:2022-05-31

    Abstract: Systems and methods for dynamic audio optimization associated with digital content are provided. One or more audio profiles including one or more audio settings for one or more audio output devices available to a user may be stored in memory. An incoming audio stream associated with a current interactive session of the user and real-world audio within an identified real-world space where the user is located may be monitored. One or more audio deviations may be detected based on a comparison of the incoming audio stream and the real-world audio within the identified real-world space. An audio profile associated with the current interactive session may be automatically recalibrated to modify at least one of the audio settings. The audio output device may then process audio of the incoming audio stream in accordance with the at least one modified audio setting.

    SYSTEMS AND METHODS FOR PROVIDING ASSISTANCE TO A USER DURING GAMEPLAY

    公开(公告)号:US20250058227A1

    公开(公告)日:2025-02-20

    申请号:US18449872

    申请日:2023-08-15

    Abstract: Systems and methods for providing gameplay assistance are described. One of the methods includes monitoring gameplay of a user of a game. The monitoring occurs to identify interactive skills of gameplay by the user during a session of the game. The method further includes determining that the interactive skills of gameplay have fallen below a threshold level for progressing the game and initiating gameplay assistance responsive to the interactive skills falling below the threshold level. The gameplay assistance includes a blended bifurcation of user inputs to complete one or more interactive tasks of the game. The blended bifurcation of user inputs include an amount of assistance inputs that override selected ones of the user inputs. The amount of assistance inputs vary over time during the gameplay of the game to maintain the interactive skills of the gameplay above the threshold level of interactive skills for playing the game.

    SECOND SCREEN SYNCHRONIZATION AND HANDOFF

    公开(公告)号:US20250041720A1

    公开(公告)日:2025-02-06

    申请号:US18230067

    申请日:2023-08-03

    Abstract: Systems and methods for dynamic content display generation for multiple device setups are provided. Supplemental content files associated with an interactive content title may be stored in memory in association with parameters specific to different types of user devices. A current interactive session associated with a first device may be monitored and determined to include a virtual environment presentation associated with the interactive content title. A type of a secondary device associated with the user may be identified. A supplemental content package may be generated for the secondary device based on a selected set of supplemental content and a set of the parameters associated with the type of the secondary device. The supplemental content package may be provided to the secondary device during the current interactive session, and the secondary device may generate a presentation of the selected set of supplemental content files in accordance with the set of parameters.

    REAL-TIME GENERATION OF ASSISTIVE CONTENT

    公开(公告)号:US20250041717A1

    公开(公告)日:2025-02-06

    申请号:US18230578

    申请日:2023-08-04

    Abstract: Systems and methods for real-time generation of assistive content are provided. Gameplay data, such as activity files or object files, may be stored in association with user-generated content including media files. Based on gameplay data from different sessions, a learning model may be trained to identify patterns that correlate types of gameplay data (e.g., regarding in-game actions) to game outcomes. A current interactive session may be monitored to identify player actions. The learning model may be applied to make predictions regarding likelihood of success based on current trajectory and to identify recommendations for next actions correlated with successful or otherwise desired outcomes. Media files such as video files and related content may be used to generate custom assistive content to present to the user. Such assistive content may be presented in real-time within the same or different window or display associated with the user.

    DYNAMIC AUDIO OPTIMIZATION
    5.
    发明公开

    公开(公告)号:US20230388705A1

    公开(公告)日:2023-11-30

    申请号:US17828668

    申请日:2022-05-31

    CPC classification number: H04R3/04 G06F3/165 H04R29/001 H04R1/08

    Abstract: Systems and methods for dynamic audio optimization associated with digital content are provided. One or more audio profiles including one or more audio settings for one or more audio output devices available to a user may be stored in memory. An incoming audio stream associated with a current interactive session of the user and real-world audio within an identified real-world space where the user is located may be monitored. One or more audio deviations may be detected based on a comparison of the incoming audio stream and the real-world audio within the identified real-world space. An audio profile associated with the current interactive session may be automatically recalibrated to modify at least one of the audio settings. The audio output device may then process audio of the incoming audio stream in accordance with the at least one modified audio setting.

    AI Generated Ghost Player
    6.
    发明申请

    公开(公告)号:US20250121289A1

    公开(公告)日:2025-04-17

    申请号:US18486081

    申请日:2023-10-12

    Abstract: Methods and systems are provided for providing a player with assistance during gameplay of a video game is provided. The method includes executing a video game for a game session. The player controls a player character during the game session. The method includes detecting selection of ghost assistance for the game session. The method includes linking or connecting the game session to an assistance artificial intelligence (AI) engine. The assistance AI engine operates to provide ghost assistance to the player in accordance with a mode setting. The ghost assistance is provided via a ghost character. The method includes rendering, during the game session, the ghost character performing interactive actions in the game. The interactive actions are generated responsive to control inputs generated by the assistance AI engine. The interactive actions by the ghost character are configured to progress the ghost character along an interactive path of the game.

    TAILORING IN-GAME DIALOGUE TO PLAYER ATTRIBUTES

    公开(公告)号:US20250050225A1

    公开(公告)日:2025-02-13

    申请号:US18232529

    申请日:2023-08-10

    Abstract: A system and method for providing a customized in-game interaction is disclosed. A plurality of different player attributes are stored in memory, each player attribute associated with a different pattern of in-game engagement and in-game customization in a virtual environment. Data sent over a communication network regarding one or more activity files associated with in-game engagement by a user of a user device with one or more non-playable characters in one or more game sessions are received. The activity files are analyzed to identify a pattern of engagement exhibited by the user with each of the non-playable characters. A player attribute are assigned to the user based on the determined pattern of engagement matching a stored pattern corresponding to the player attribute. A customized interaction with a non-playable character during a current game session with the user device are provided.

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