序号 专利名 申请号 申请日 公开(公告)号 公开(公告)日 发明人
101 Computing device independent and transferable game level design and other objects US13463524 2012-05-03 US08982159B1 2015-03-17 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.
102 Hand-held video game platform emulation US13439770 2012-04-04 US08795090B2 2014-08-05 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.
103 Balancing tool US12192824 2008-08-15 US08425324B2 2013-04-23 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.
104 ARTIFICIAL INTELLIGENCE FOR GAMES US13309036 2011-12-01 US20120157176A1 2012-06-21 Erek SPEED
A program for platform games using AI and make a computer to act including steps of: deciding a solution for platform game includes: initializing solutions (S101), selecting an initial solution and a new solution (S102), a first comparison of fitness score (S103); generating a current solution (S104); repeating generating another new solution and comparing fitness scores (S105); and replacing a state (S106).
105 Video game processing apparatus, a method and a computer program product for processing a video game US11680205 2007-02-28 US07677977B2 2010-03-16 Kazutoyo Maehiro; Takashi Isowaki
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.
106 Puzzle game apparatus, storage medium storing puzzle game program, and puzzle game controlling method US11099523 2005-04-06 US07467998B2 2008-12-23 Yoichi Yamada; Minoru Narita
A puzzle image to be solved, and a duplicating block for creating a duplicate character as a copy of a player character are displayed. The duplicate character is, on the basis of at least a fact that the player character is superposed on the duplicating block, generated in the superposed position. A time limit is set for displaying the duplicate character. Then, when a formation or an arrangement pattern formed by the generated duplicate character and the player character satisfies a predetermined condition indicated by the puzzle image, a change, such as displaying an image of movement of a block or opening of a door, for example, is applied to progress of the game.
107 VIDEO GAME PROCESSING APPARATUS, A METHOD AND A COMPUTER PROGRAM PRODUCT FOR PROCESSING A VIDEO GAME US11680205 2007-02-28 US20070218992A1 2007-09-20 Kazutoyo Maehiro; Takashi Isowaki
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.
108 Digital television set with gaming system emulating a set top box US10775195 2004-02-11 US20040163134A1 2004-08-19 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.
109 Signal processing device and entertainment device US10733174 2003-12-11 US20040163132A1 2004-08-19 Masaaki Oka; Akio Ohba; Junichi Asano; Junichi Naoi; Atsushi Kunimatsu; Jiro Amemiya
An entertainment device includes a general-purpose signal processor 103 made up of an assembly of component-processors 103A to 103D each of which can operate in parallel under operating environments independent of others component-processors. A management processor 101 controls a cross bar 104 so as to change the operating environments of the respective component-processors 103A to 103D in accordance with a demand for signal processing which is given from a CPU 11, and to change over any one of the component-processors which receives a signal to be processed which is inputted through the cross bar 104 or outputs a processed signal in accordance with the demand for signal processing.
110 Using shared files in a game console or computer for cross-game state sharing US10437259 2003-05-12 US20040121837A1 2004-06-24 Steve Chiang; Phil Frazier; Daniel Martin; Mathew Thazhmon
A method for enabling interaction with a shared game data file in a game device is provided. The method comprises: providing logic to perform one or more actions associated with the shared game data file; and providing logic to cause the game device to perform an action in the one or more actions with the shared game data file, the shared game data file allowing data associated with a first game in the shared game data file to affect actions in a second game.
111 Video game distribution network US09954436 2001-09-18 US20020045484A1 2002-04-18 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 BOYnull, GAME BOY COLORnull and/or GAME BOY ADVANCEnull 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.
112 신호처리용 디바이스 및 엔터테인먼트 기기 KR1020057010841 2003-12-12 KR100755123B1 2007-09-04 오카마아사키; 오오바아키오; 아사노쥬니치; 나오이쥬니치; 구니마쯔아쯔시; 아메미야지로
다른 컴포넌트 프로세서(component-processor)의 영향을 받지 않는 동작 환경에서 각각 병렬적으로 동작할 수 있는 컴포넌트 프로세서 103A ~ 103D의 집합으로 구성되는 범용 신호처리 프로세서 103을 포함하는 엔터테인먼트 기기를 구성한다. 관리 프로세서(management processor) 101은 크로스바(a cross bar)104를 제어하여, 각 컴포넌트 프로세서 103A ~ 103D의 동작 환경을 CPU(11)로부터 주어진 신호처리 요구에 따라서 변경하도록 하는 동시에, 크로스바(104)를 통하여 입력되는 처리대상 신호를 받거나 또는 신호처리 요구에 따라서 처리결과 신호를 출력하는 임의의 컴포넌트 프로세서를 교체하도록 한다. 컴포넌트 프로세서(component-processor), 범용 신호처리 프로세서(a general-purpose signal processor), 엔터테인먼트 기기(an entertainment device), 관리 프로세서(a management processor), 크로스바(a cross bar)
113 신호처리용 디바이스 및 엔터테인먼트 기기 KR1020057010841 2003-12-12 KR1020050093772A 2005-09-23 오카마아사키; 오오바아키오; 아사노쥬니치; 나오이쥬니치; 구니마쯔아쯔시; 아메미야지로
An entertainment device includes a general-purpose signal processor 103 made up of an assembly of component- processors 103A to 103D each of which can operate in parallel under operating environments independent of others component-processors. A management processor 101 controls a cross bar 104 so as to change the operating environments of the respective component-processors 103A to 103D in accordance with a demand for signal processing which is given from a CPU 11, and to change over any one of the component-processors which receives a signal to be processed which is inputted through the cross bar 104 or outputs a processed signal in accordance with the demand for signal processing.
114 빙고 게임기 KR1020030015973 2003-03-14 KR1020040019848A 2004-03-06 우찌야마다까시; 고또노부히로
PURPOSE: To improve curiosity and hope of a player by adding new game property to a bingo game. CONSTITUTION: This bingo game machine comprises image display devices 2 and 4a for displaying a bingo card of the player and a bingo card of a virtual player on a computer, a lottery device 3 for drawing an arbitrary number, and a control section for determining victory or defeat of the player or the virtual player based on a lottery result. Thus, the player can perform a bingo game having the new game property that cannot be performed in a conventional bingo game machine.
115 INFORMATION SYSTEM EP16161857.4 2016-03-23 EP3072564A2 2016-09-28 HOOKHAM-MILLER, Peter

An interactive information system for a vehicle and a method are disclosed. The system can comprise a processor configured to run a gaming engine, a display for presenting video generated by the gaming engine, and an input for receiving an indication of a feature of interest of the vehicle to a user. The processor is configured to select a video clip that is contextually relevant to the indicated feature of interest based on a decision matrix defining context points and relations between the context points and cause presentation of the selected video clip on the display. A server for distributing the matrices and a delivery management tool are is also disclosed.

116 INTEGRATED DIGITAL PLAY SYSTEM EP12794806.5 2012-11-05 EP2790803A2 2014-10-22 NADEL, Ryan; JONES, Bryant, Drew; DHALL, Salvia; HERSHFIELD, Michael; JOHNSON, Paige, Lea
An integrated digital play system (10) 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 (20). The system includes means for identifying a fixed physical structure (30) 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 (50); and a second computer means for providing a virtual embodiment (70) of the one or more motion points (50) within a second play system. Because the first and second play systems are different play systems, the second play system does not require certain user motions in the first play system in order to perform in or progress through the second play system.
117 Information processing device and information processing method EP11181142.8 2011-09-13 EP2431841A3 2014-05-28 Kondo, Masao; Sakai, Yusuke

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.

118 Information processing device and information processing method EP11181142.8 2011-09-13 EP2431841A2 2012-03-21 Kondo, Masao; Sakai, Yusuke

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.

119 System and method for accessing system software in a gaming console system via an input device EP05103412.2 2005-04-27 EP1591151A3 2011-02-09 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.

120 Balancing tool EP07016175.7 2007-08-17 EP2025373A1 2009-02-18 Kemmerling, Stephen

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.

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