序号 专利名 申请号 申请日 公开(公告)号 公开(公告)日 发明人
21 经输入设备访问游戏控制台系统中系统软件的系统和方法 CN200510070036.8 2005-04-30 CN1694063A 2005-11-09 C·皮里彻; J·D·麦考雷; J·E·西蒙; J·M·R·惠腾; Y·B·阿斯米
游戏控制台的控制器上的一种用户界面,用于从运行在控制台上的任一游戏应用程序内提供对系统软件访问。该系统软件与其它游戏应用程序并发地运行,并在运行的游戏应用程序上呈现系统用户界面、系统通知和消息。该用户界面可以被添加到任何控制器和其它外围设备,以访问系统菜单,使得用户可具有统一的体验,而无需游戏应用程序开发者的实际努
22 Information processing apparatus, and information processing method JP2010210778 2010-09-21 JP2012068713A 2012-04-05 SAKAI YUSUKE; KONDO MASANARI
PROBLEM TO BE SOLVED: To provide an information processing apparatus and information processing method capable of improving user operability in a communication system.SOLUTION: An information processing apparatus 100 includes: a communication section 104 for communicating with a communication target device 300; a detection section for detecting a face region including a face of a user from a captured image; a motion region setting section 110 for setting a motion region in the vicinity of the face region on the basis of the face region, when the face region is detected by the detection section; a motion determination section 112 for determining that the user performs a predetermined motion in the motion region on the basis of the captured image and reference detection information; a cooperation determination section 116 for determining whether to perform processing on the basis of cooperation control information based on a determination result of the own apparatus and a determination result of the communication target device 300 when the motion determination section 112 determines that the predetermined motion is performed; and a processing section 118 for selectively performing the processing based on the cooperation control information when it is determined to cooperatively perform the processing.
23 The video game processing apparatus, the video game processing method, and video game processing program JP2006070105 2006-03-15 JP4125760B2 2008-07-30 和豊 前廣; 隆 磯脇
24 Use of a shared file in the game console or computer for sharing the game with each other JP2005510036 2003-12-19 JP2006516415A 2006-07-06 マシュー タズモン; スティーブ チアン; フィル フレイザー; ダニエル マーティン
ゲーム装置において共用ゲーム・データ・ファイルとの対話を可能にする方法が提供される。 この方法は、共用ゲーム・データ・ファイルに関連する1つまたは複数の動作を実行する論理を設ける段階と、共用ゲーム・データ・ファイル内の第1のゲームに関連するデータが第2のゲームにおける動作に影響を与えるのを可能にする共用ゲーム・データ・ファイルによって、1つまたは複数の動作のうちのある動作をゲーム装置に実行させる論理を設ける段階とを含む。
25 System and method for accessing system software in a gaming console system via an input device JP2005129808 2005-04-27 JP2005312972A 2005-11-10 PIRICH CHRISTOPHER; MACAULEY JAMES DAVID; SIMON JEFFREY EDWARD; WHITTEN JON MARCUS RANDALL; ASMI YASSER B
<P>PROBLEM TO BE SOLVED: To provide a system and a method by which a user can quickly and easily make access to a system application during the user has a conversation with a gaming application. <P>SOLUTION: A user interface on a controller for a gaming console that provides access to system software from within any gaming application running on the console. The system software runs concurrently with other gaming applications and renders a system user interface, system notifications, and messages on top of running gaming applications. The user interface can be added to any controller and other peripheral to access to the system menu such that users can have a uniform experience without requiring substantial effort by gaming application developers. <P>COPYRIGHT: (C)2006,JPO&NCIPI
26 A video game processing apparatus, a method and a computer program product for processing a video game EP07004272.6 2007-03-01 EP1834679A1 2007-09-19 Maehiro, Kazutoyo; Isowaki, Takashi

A movement determining map is stored in addition to a field display map. The field display map is a three-dimensional map for displaying a field of the video game on the image display screen. The movement determining map is a two-dimensional map in which an enterable region. An unenterable region is distinguishably provided for the characters existing in the field. A control section determines a movement route of the sub character, in which no unenterable region exists, using the movement determining map when a predetermined movement route determining condition is met. The sub character is caused to move in accordance with the determined movement route. The predetermined movement route determining condition is met every predetermined period of time or in the case where the main character moves apart from the sub character in a predetermined distance or more.

27 System and method for accessing system software in a gaming console system via an input device EP05103412.2 2005-04-27 EP1591151A2 2005-11-02 Pirich, Christopher; Macauley, James David; Simon, Jeffrey Edward; Whitten, Jon Marcus Randall; Asmi, Yasser B.

A user interface on a controller for a gaming console that provides access to system software from within any gaming application running on the console. The system software runs concurrently with other gaming applications and renders a system user interface, system notifications, and messages on top of running gaming applications. The user interface can be added to any controller and other peripheral to access to the system menu such that users can have a uniform experience without requiring substantial effort by gaming application developers.

28 Method for controlling execution of processing in video game, storage medium storing processing execution control program, and game apparatus EP00106721.4 2000-03-29 EP1078662A3 2004-02-04 Matsuzawa, Takahiro, c/o Square Co., Ltd.

A control method for controlling execution of processing in a video game, the game being made to progress with display of an image timed to a reference signal supplied every unit cycle. The control method comprises executing real time processing accompanied by a display routine containing a dynamic element to be completed within a time of the unit cycle with input of a reference signal; outputting a non real time processing request when a non real time processing accompanied by a thinking routine executable without being limited by the unit cycle is called by the real time processing; switching a processing object to the non real time processing after the real time processing for the unit cycle has been completed; executing the non real time processing; and when a subsequent reference signal is input after the processing object has been switched to the non real time processing, switching the processing object to the real time processing while interrupting the non real time processing,; and resume in response in a subsequent unit cycle the non real time processing which has been interrupted.

29 System of instances and method of processing such system EP99201494.4 1999-05-12 EP1052570A1 2000-11-15 Jörgensen, Bo; Borum, Anders

The invention relates to a system of instances (I), each instance (I) comprising at least zero set of variables, each set of variable having at least one possible state (PS)

  • said system comprising at least one operator interface (OI)
    • said operator interface (OI) enabling at least one operator (O) to command a set of dedicated operator instances (DOI) by means of operator commands (OC)
    • said commands (OC) enabling the said operator to modify the said dedicated operator instances (DOI) according to rules (R)
  • said system comprising at least one privileged operator interface (POI)
    • said privileged operator interface (POI) enabling at least one privileged operator (PO) to command a set of dedicated privileged operator instances (DPOI) by means of privileged operator commands (POC)
    • said commands (POC) enabling the said privileged operator (PO) to modify the said dedicated privileged operator instances according to rules (R)
  • said system comprising at least one kernel (K)
    • said kernel controlling/commanding a set of dedicated kernel instances (DKI) by means of kernel commands (KC)
    • said kernel commands (KC) modifying the dedicated kernel instances (DKI) according to rules (R),
    • and wherein said kernel may add or remove instances (I) according to rules (R)
  • said set(s) or a subset of said set(s) of dedicated operator instance(s) (DOI) being a subset of the said dedicated privileged operator instances (DPOI), and said dedicated privileged operator instance(s) (DPOI being a subset of the said dedicated kernel instances (DKI), said set of dedicated operator instances (DOI) being nonoverlapping.

The system according to the invention enables a standard processing supported by intuitive processing in the sense, that the privileged operator may overrule the operator within a certain domain of common instances. Consequently, commands established by the operator may be changed before execution, or alternatively after the execution by the kernel. Another feature of the invention is that the privileged operator may interact with the operators and provide processing of the instances which was never foreseen by the scripting of the kernel

30 High-level language to improve programmer productivity in game development JP2010106825 2010-05-06 JP5242628B2 2013-07-24 ジェラーシ ジェームス; スピード エレック; チアー アレクサンダー
An object of the present invention is to provide a system and a method for a C++ based extension of the parallel VSIPL++ API that consists of a basis of game engine related operations. The invention relates to a system 101 for a game engine comprising a memory 102; multiple computational units 103; and a map means 104 that obtains data from the memory, wherein the data specify a first functionality and creates the map or a plurality of maps for assigning computational tasks for the first functionality by spreading the data across the multiple computational units.
31 Artificial intelligence for game JP2010283389 2010-12-20 JP2012130430A 2012-07-12 EREK R SPEED
PROBLEM TO BE SOLVED: To provide an AI program of a game, which is suitable for platform games.SOLUTION: The program is used for performing the following steps on a computer for determining solutions of the platform game: initialization of the solutions (S101); selection of an initial solution and a new solution (S102); a first comparison of goodness-of-fit scores (S103); generation of a current solution (S104); repetition of generation of another new solution and comparison of the goodness-of-fit scores (S105); and conversion of a state (S106).
32 System and method for accessing system software in gaming console system via input device JP2011011962 2011-01-24 JP2011098219A 2011-05-19 PIRICH CHRISTOPHER; MACAULEY JAMES DAVID; SIMON JEFFREY EDWARD; WHITTEN JON MARCUS RANDALL; ASMI YASSER B
<P>PROBLEM TO BE SOLVED: To promptly and readily access a system application in interacting with a game application. <P>SOLUTION: A user interface on a controller for a game console provides access to a system software from within any game application running on the console. The system software runs concurrently with other game applications and renders a system user interface, system notifications, and messages on top of running game applications. The user interface can be added to any controller and other peripherals to access a system menu, so that users can perform a uniform operation without the need of substantial efforts made by game application developers. <P>COPYRIGHT: (C)2011,JPO&INPIT
33 Puzzle game apparatus and a puzzle game program JP2004120974 2004-04-16 JP4117264B2 2008-07-16 洋一 山田; 稔 成田
34 Puzzle game device and puzzle game program JP2004120974 2004-04-16 JP2005296530A 2005-10-27 YAMADA YOICHI; NARITA MINORU
<P>PROBLEM TO BE SOLVED: To provide a puzzle game that improves the interesting property by adopting a new operation in the preparation of the other self. <P>SOLUTION: The puzzle game device is so structured as to display a puzzle image to be solved such as a block 110 and an other self block 102 to prepare other self characters 104 as a duplicate of a player character 100. The other self characters 104 are generated on a superposition position on the basis of the superposition of at least the player character 100 on the other self block 102. A time limit is provided for the display of the other self character 104 and a formation or an arrangement pattern of the other self characters 104 and the player character 100 satisfies prescribed conditions shown by the puzzle image, the progress of a game is varied and an image of the block 110 moved for example is displayed. <P>COPYRIGHT: (C)2006,JPO&NCIPI
35 ゲーム用人工知能 JP2010283389 2010-12-20 JP5759164B2 2015-08-05 エレック アール スピード
36 High-level language for improving programmer's productivity in game development JP2010106825 2010-05-06 JP2011237893A 2011-11-24 JAMES JERASH; ELEK SPEED; ALEXANDER CHEER
PROBLEM TO BE SOLVED: To facilitate the development of game engine processing related to operation such as an intersection of light and a triangle and the arrangement of a cross platform.SOLUTION: A system 101 for a game engine comprises a memory 102, a complex computation unit 103, and a mapping means 104 for reading data from the memory. The mapping means 104 reads the data from the memory 102, specifies a function, and executes the complex computation unit 103. To assign a computation task to a first function by distributing the data to the complex computation unit, the mapping means 104 creates one or plural maps composed of the aggregate of computation nodes and the description of how the nodes are used, and stores part of the data associated with the task to the computation unit that executes the task.
37 Signal processing device and information processing equipment JP2002363780 2002-12-16 JP4542308B2 2010-09-15 敦 国松; 章男 大場; 正昭 岡; 純一 浅野; 純一 直井; 治郎 雨宮
38 Video game processing device, video game processing method, and video game processing program JP2006070105 2006-03-15 JP2007244536A 2007-09-27 MAEHIRO KAZUTOYO; ISOWAKI TAKASHI
<P>PROBLEM TO BE SOLVED: To enable a phenomenon in which a subsidiary character following a main character becomes immovable by an obstacle to be avoided by a simple process which keeps a processing load reduced in a video game such as an RPG. <P>SOLUTION: In a subsidiary character moving controlling process, a control section 11 determines the moving path for the subsidiary character on which an advancing impossible region does not exist for each specified period by using a moving judging map, being a two-dimensional map, which is set in such a manner that an advancing possible region and the advancing impossible region for characters in a field are set to be identifiable, separately from a field displaying map being a three-dimensional map for displaying the field in the game on a display screen. Then, the subsidiary character is moved conforming to the determined moving path. <P>COPYRIGHT: (C)2007,JPO&INPIT
39 Signal processing device and entertainment equipment JP2002363780 2002-12-16 JP2004199149A 2004-07-15 OKA MASAAKI; OBA AKIO; ASANO JUNICHI; NAOI JUNICHI; KUNIMATSU ATSUSHI; AMAMIYA JIRO
<P>PROBLEM TO BE SOLVED: To provide entertainment equipment that can efficiently and reliably executes a plurality of types of processing. <P>SOLUTION: The entertainment equipment includes a general purpose signal processing processor 103 comprising a set of sub processors 103A to 103D capable of concurrent operation in respective dependent operating environments. A management processor 101 changes the operating environment of each of the sub processors 103A to 103D in accordance with a demand for signal processing given by a CPU 11, and controls a crossbar 104 so as to switch a sub processor as an input destination of a processing object signal input via the crossbar 104 or an output destination of a processing result signal, in accordance with the demand. <P>COPYRIGHT: (C)2004,JPO&NCIPI
40 Processing control method for video game, recording medium recording process control program, and game device JP22094899 1999-08-04 JP2001046747A 2001-02-20 MATSUZAWA TAKAHIRO
PROBLEM TO BE SOLVED: To secure effective use of processing ability of a CPU while smoothly displaying a moving image. SOLUTION: As Vsync (vertical synchronous signals) generated from a graphic processing part at a cycle of 1/60 sec are inputted to a control part, the control part executes a Vsync interruption process to change threads from B into A. The control part stops a process on the subsidiary side (thread B), and starts a process on the main side (thread A). The main side process A can thus be conducted with allowance within unit time from Vsync to the next Vsync, while the subsidiary side process B can be conducted without generating unoccupied time. As a result, secure smoothness of motion of images displayed on a display surface can be secured by the main side process A, while effective utilization of processing ability of a CPU can be secured by the subsidiary side process B.
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