序号 专利名 申请号 申请日 公开(公告)号 公开(公告)日 发明人
81 System and method for accessing system software in a gaming console system via an input device US10836410 2004-04-30 US07798903B2 2010-09-21 Christopher Pirich; James David Macauley; Jeffrey Edward Simon; Jon Marcus Randall Whitten; Yasser B. Asmi
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.
82 Query controlled behavior models as components of intelligent agents US11929170 2007-10-30 US07636701B2 2009-12-22 John Funge; Ron Musick; Daniel Dobson; Nigel Duffy; Michael McNally; Xiaoyuan Tu; Ian Wright; Wei Yen; Brian Cabral
Providing dynamic learning for software agents in a simulation is described. The software agents with learners are capable of learning from examples. When a non-player character queries the learner, it can provide a next action similar to a player character. A game designer provides program code, from which compile-time steps determine a set of raw features. The code may identify a function (like computing distances). At compile-time steps, determining these raw features in response to a scripting language, so the designer can specify which code should be referenced. A set of derived features, responsive to the raw features, may be relatively simple, more complex, or determined in response to a learner. The set of such raw and derived features form a context for a learner. Learners might be responsive to (more basic) learners, to results of state machines, to calculated derived features, or to raw features. The learner includes a machine learning technique.
83 BALANCING TOOL US12192824 2008-08-15 US20090048008A1 2009-02-19 Stephen Kemmerling
The invention provides for balancing a computer game, in which players can choose between different options for a plurality of actors within the game. The actors are described by parameter vectors defining characteristics of each actor. The cost of each actor is calculated, wherein the cost of an actor characterizes the amount of resources needed to obtain the actor. Also, the rank of each actor is defined, wherein the rank of an actor characterizes a usefulness or a value of the actor. The parameters of the actors are modified until the rank and the cost of the actors are proportional for each actor, wherein the constant of proportionality is the same for all actors. Thus, the various options become approximately equally successful and the computer game is balanced.
84 Real Time Context Learning by Software Agents US11929170 2007-10-30 US20080097948A1 2008-04-24 John Funge; Ron Musick; Daniel Dobson; Nigel Duffy; Michael McNally; Xiaoyuan Tu; Ian Wright; Wei Yen; Brian Cabral
Providing dynamic learning for software agents in a simulation. Software agents with learners are capable of learning from examples. When a non-player character queries the learner, it can provide a next action similar to the player character. The game designer provides program code, from which compile-time steps determine a set of raw features. The code might identify a function (like computing distances). At compile-time steps, determining these raw features in response to a scripting language, so the designer can specify which code should be referenced. A set of derived features, responsive to the raw features, might be relatively simple, more complex, or determined in response to a learner. The set of such raw and derived features form a context for a learner. Learners might be responsive to (more basic) learners, to results of state machines, to calculated derived features, or to raw features. The learner includes a machine learning technique.
85 Video game distribution network US10989459 2004-11-17 US07338376B2 2008-03-04 Charles P. Eck; Scott Elliott; Hiroshi Kamada; Patrick Link; David McCarten
A video game distribution network for use in airlines, trains, hotels, cruise ships, set top boxes, cable television systems, satellite and other wireless systems or other communications systems, distributes special purpose game binary image files to general purpose computing/display devices. Software emulators running on the general purpose computing/display devices model the game source platform and interpret and/or compile the game files to provide interactive video game play. Software emulators for emulating a handheld video game platform such as GAME BOY®, GAME BOY COLOR® and/or GAME BOY ADVANCE® on a low-capability target platform (e.g., a seat-back display for airline or train use, a personal digital assistant, a cell phone) may provide any number of features and optimizations to provide high quality graphics and sound that nearly duplicates the game playing experience on the native platform.
86 Dead reckoning in a gaming environment US11479829 2006-06-30 US20080005172A1 2008-01-03 Robert Gutmann
Client position in a multi-client game is determined using dead reckoning. Clients send information to a server over a network. The server distributes this information to other clients. A client uses this information and dead reckoning to determine a character's position. The server may calculate the client's position using dead reckoning and send updates to clients when errors between actual and calculated positions exceed a threshold. Clients may calculate their position according to dead reckoning, and when an error between actual and calculated position exceeds a threshold, send updated information to other clients. This Abstract is provided for the sole purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with the explicit understanding that it will not be used to interpret or to limit the scope or the meaning of the claims.
87 System and method for accessing system software in a gaming console system via an input device US10836410 2004-04-30 US20050245314A1 2005-11-03 Christopher Pirich; James Macauley; Jeffrey Simon; Jon Marcus Randall Whitten; Yasser Asmi
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.
88 Gaming system emulating a set top box US10232602 2002-09-03 US20040043819A1 2004-03-04 Daniel Willis
A gaming system is disclosed. The gaming system includes a gaming console, which comprises a processor and a storage medium, and is in connection with a network, a monitor and a sound system, the method. First instruction data are received from an external storage medium read by the gaming console. These instruction data and include one of set-top instruction data for receiving and decoding digital broadcast data and set-top applications when executed on the gaming console, and communication data for use in retrieving via the network the set-top instruction data for receiving and decoding digital broadcast data and set-top applications when executed on the gaming console. The set-top instruction data are executed on the gaming console, and encoded digital broadcast data is received via the network. The received, encoded digital broadcast data are decoded and displayed on the monitor and on the sound system. The gaming system is therefore functioning as a set-top box.
89 Modeled games and pay table generation and evalution therefor US10078295 2002-02-18 US20030176212A1 2003-09-18 Gregory Schlottmann; Jamal Benbrahim; Bryan Wolf; William R. Brosnan
A video gaming machine simulates a real physical game, such as pachinko, by providing a mathematical model of the game including rules governing movement of an object placed in motion in accordance with a set of initial conditions. A pay table for the game is developed by creating a list of outcomes, assigning a probability of occurrence to each outcome, assigning a win amount to each outcome, and determining a pay table percentage by multiplying each outcome's probability of occurrence by its win amount and summing the products for all of the outcomes in the list. Creation of the list of outcomes and assignment of probabilities of occurrence may be effected by a Monte Carlo test. The game is played by randomly selecting a set of initial conditions and running them through the model. Alternatively, each route that the object may take can be broken down into a plurality of route segments or paths, each play of the game consisting of a chain of several paths respectively initiated by changes in direction of the object, such as by obstructions in the play field. Another option is to run the model backward from a desired outcome to a starting condition and then run the model forward from the starting condition.
90 Method for controlling execution of processing in video game, storage medium storing processing execution control program, and game apparatus US09537984 2000-03-29 US06439999B1 2002-08-27 Takahiro Matsuzawa
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.
91 HAND-HELD VIDEO GAME PLATFORM EMULATION US15807395 2017-11-08 US20180065045A1 2018-03-08 Patrick J. LINK
A software emulator for emulating a handheld video game platform such as GAME BOY®, GAME BOY COLOR® and/or GAME BOY ADVANCE® on a low-capability target platform (e.g., a seat-back display for airline or train use, a personal digital assistant, a cell phone) uses a number of features and optimizations to provide high quality graphics and sound that nearly duplicates the game playing experience on the native platform. Some exemplary features include use of bit BLITing, graphics character reformatting, modeling of a native platform liquid crystal display controller using a sequential state machine, and selective skipping of frame display updates if the game play falls behind what would occur on the native platform.
92 DEAD RECKONING IN A GAMING ENVIRONMENT US15414583 2017-01-24 US20170197149A1 2017-07-13 Robert Gutmann
Client position in a multi-client game is determined using dead reckoning. Clients send information to a server over a network. The server distributes this information to other clients. A client uses this information and dead reckoning to determine a character's position. The server may calculate the client's position using dead reckoning and send updates to clients when errors between actual and calculated positions exceed a threshold. Clients may calculate their position according to dead reckoning, and when an error between actual and calculated position exceeds a threshold, send updated information to other clients. This Abstract is provided for the sole purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with the explicit understanding that it will not be used to interpret or to limit the scope or the meaning of the claims.
93 Computing device independent and transferable game level design and other objects US15156937 2016-05-17 US09694284B1 2017-07-04 Carey Leigh Lotzer
A system which employs a method of creating transferable map schemas, storing the map schemas to storage devices, receiving target device settings, re-sampling the map schemas to fit the target devices using the target device settings, delivering the re-sampled map schemas to the target devices is described. Thereby providing the innovation that map schemas may be accessed by more than one type of device, the method by which maps are scaled from a created map dimension with given details to either a larger map having the ability to be utilized on a more capable playing device or to a map or a smaller map having the ability to be utilized on a less capable device without losing the important game-specific required data is also described.
94 Computing device independent and transferable game level design and other objects US14659100 2015-03-16 US09691129B1 2017-06-27 Carey Leigh Lotzer
A system which employs a method of creating transferable map schemas, storing the map schemas to storage devices, receiving target device settings, re-sampling the map schemas to fit the target devices using the target device settings, delivering the re-sampled map schemas to the target devices is described. Thereby providing the innovation that map schemas may be accessed by more than one type of device, the method by which maps are scaled from a created map dimension with given details to either a larger map having the ability to be utilized on a more capable playing device or to a map or a smaller map having the ability to be utilized on a less capable device without losing the important game-specific required data is also described.
95 Dead reckoning in a gaming environment US14276896 2014-05-13 US09550112B2 2017-01-24 Robert Gutmann
Client position in a multi-client game is determined using dead reckoning. Clients send information to a server over a network. The server distributes this information to other clients. A client uses this information and dead reckoning to determine a character's position. The server may calculate the client's position using dead reckoning and send updates to clients when errors between actual and calculated positions exceed a threshold. Clients may calculate their position according to dead reckoning, and when an error between actual and calculated position exceeds a threshold, send updated information to other clients. This Abstract is provided for the sole purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with the explicit understanding that it will not be used to interpret or to limit the scope or the meaning of the claims.
96 Game engine and method for providing an extension of the VSIPL++ API US13094339 2011-04-26 US09465666B2 2016-10-11 James R. Geraci; Erek Speed; Alexander Chia
A system includes a memory, a graphics processor, and a processor. The memory stores a control program that includes an extension of an application programming interface. The graphics processor includes multiple computational units. The processor executes the control program, with the control program causing the processor to obtain data from the memory. The data specifies a first function and is intended to execute on the multiple computational units. The control program further causes the processor to create at least one map for assigning computational tasks for the first function across the multiple computational units. A part of the data associated with each of the computational tasks is stored to the respective multiple computational units that are assigned to execute the computational tasks.
97 GESTURE CONTROLLED COMMUNICATION US15138618 2016-04-26 US20160239098A1 2016-08-18 Yusuke Sakai; Masao Kondo
A processing device, server, and method are provided. According to some illustrative embodiments, the device and method are implemented by detecting a face region of an image, setting at least one action region according to the position of the face region, comparing image data corresponding to the at least one action region to detection information for purposes of determining whether or not a predetermined action has been performed, and executing predetermined processing based on cooperation control information when it is determined that the predetermined action has been performed and the cooperation control information is received.
98 Configuring selected component-processors operating environment and input/output connections based on demand US10733174 2003-12-11 US09418044B2 2016-08-16 Masaaki Oka; Akio Ohba; Junichi Asano; Junichi Naoi; Atsushi Kunimatsu; Jiro Amemiya
An entertainment device includes a general-purpose signal processor made up of an assembly of component-processors, each of which can operate in parallel under operating environments independent of others component-processors. A management processor controls a cross bar so as to change the operating environments of the respective component-processors in accordance with a demand for signal processing which is given from a CPU, and to change over any one of the component-processors which receives a signal to be processed which is inputted through the cross bar or outputs a processed signal in accordance with the demand for signal processing.
99 Gesture controlled communication US13232406 2011-09-14 US09360931B2 2016-06-07 Yusuke Sakai; Masao Kondo
A processing device, server, and method are provided. According to some illustrative embodiments, the device and method are implemented by detecting a face region of an image, setting at least one action region according to the position of the face region, comparing image data corresponding to the at least one action region to detection information for purposes of determining whether or not a predetermined action has been performed, and executing predetermined processing based on cooperation control information when it is determined that the predetermined action has been performed and the cooperation control information is received.
100 Integrated digital play system US14356095 2012-11-05 US09314694B2 2016-04-19 Ryan Nadel; Paige Lea Johnson; Bryant Drew Jones; Salvia Dhall; Michael Hershfield
An integrated digital play system made according to the present invention provides a multi media, digitally integrated play environment that incorporates mobile device content and web based content which interacts with physically installed tags. The system includes means for identifying a fixed physical structure within a first play system; means for detecting a physical movement of a user relative to the fixed physical structure; a first computer means for combining the physical structure identification data and the user physical movement data to generate one or more motion points; and a second computer means for providing a virtual embodiment of the one or more motion points within a second play system. Because the first and second play systems are different play systems, the second play system does not require certain corresponding user motions in the first play system in order to perform in or progress through the second play system.
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