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    • 71. 发明授权
    • Providing selective retrieval of data objects from a network service
    • 提供从网络服务中选择性检索数据对象
    • US09021051B1
    • 2015-04-28
    • US13648125
    • 2012-10-09
    • Benjamin Taller
    • Benjamin Taller
    • H04L29/08G06F17/30
    • H04L29/08729A63F13/00G06F17/30097G06F17/30628H04L67/2842H04L67/38
    • Data objects may be selectively retrieved from a network service such that a network data object corresponding to a cached data object may be retrieved responsive to a determination that a network-object hash associated with the network data object and a cache-object hash associated with the cached data object do not match. In some implementations, a network-object hash associated with a network data object at the network service may be generated. The network-object hash may be provided to a client device. The client device may have non-transient electronic storage media that store a cache that includes a cached data object that corresponds to the network data object. A request from the client device may be obtained. Initiation of the request by the client device may be responsive to a determination that the network-object hash and a cache-object hash associated with the cached data object do not match.
    • 可以从网络服务选择性地检索数据对象,使得可以响应于与网络数据对象相关联的网络对象散列和与该网络数据对象相关联的高速缓存对象散列的确定来检索与缓存的数据对象相对应的网络数据对象 缓存的数据对象不匹配。 在一些实现中,可以生成与网络服务处的网络数据对象相关联的网络对象散列。 网络对象散列可以被提供给客户端设备。 客户端设备可以具有存储包括对应于网络数据对象的缓存的数据对象的高速缓存的非瞬态电子存储介质。 可以获得来自客户端设备的请求。 由客户端设备发起请求可以响应于与缓存的数据对象相关联的网络对象散列和缓存对象散列不匹配的确定。
    • 73. 发明授权
    • System and method for associating a user to a shard based on third party latency
    • 基于第三方延迟将用户与分片关联的系统和方法
    • US08998726B1
    • 2015-04-07
    • US13874325
    • 2013-04-30
    • Kabam Inc.
    • Kent WakefordClifford J. Harrington
    • A63F9/24A63F13/30
    • A63F13/795A63F13/358A63F2300/535
    • One aspect of the disclosure relates to facilitating association of a user of an online game to a shard based on aggregated data related to third party latency and further based on social graphs associated with the user. A first type of aggregated third party latency may be calculated based on one or more of: a plurality of first latencies from a device associated with the user to a first plurality of users associated with the first shard and a plurality of second latencies from the first plurality of users to the first shard. A second type of aggregated third party latency may be calculated based on one or more of: a plurality of first latencies from the device associated with the user to a second plurality of users associated with the second shard and a plurality of second latencies from the second plurality of users to the second shard.
    • 本公开的一个方面涉及通过基于与第三方等待时间相关的聚合数据以及进一步基于与用户相关联的社交图来促进在线游戏的用户与分片的关联。 可以基于以下中的一个或多个来计算第一类型的聚合的第三方延迟:从与用户相关联的设备到与第一分片相关联的第一多个用户的多个第一延迟和来自第一分组的多个第二延迟 多个用户到第一个分片。 可以基于以下中的一个或多个来计算第二类型的聚合的第三方延迟:从与用户相关联的设备到与第二分片相关联的第二多个用户的多个第一延迟和来自第二分组的多个第二延迟 多个用户到第二个分片。
    • 76. 发明申请
    • SYSTEM AND METHOD FOR FACILITATING GIFTING OF VIRTUAL ITEMS BETWEEN USERS IN A GAME
    • 用于在游戏中使用者之间虚拟项目提示的系统和方法
    • US20150005054A1
    • 2015-01-01
    • US13933096
    • 2013-07-01
    • Kabam, Inc.
    • Kellen Christopher SMALLEYStephanie K. SchultzKenneth J. Go
    • A63F13/12
    • A63F13/69A63F13/30A63F13/795
    • One aspect of the disclosure relates to facilitating gifting of virtual items between users in an online game. During different periods in the game, users may be awarded virtual items as awards. The system provides the opportunity to a user to gift awards to other users at the time they are distributed. The other users may include members of a common affiliation, other users that have friend or other relationships, and/or other. For example, the game may provide an option to a user to keep an award or to share at least a portion of the award with one or more other users. The one or more users may be selectable from a list presented to the user. This may provide an opportunity for social gifting and/or interaction in the online game if virtual items and/or currency are typically not transferrable between users.
    • 本公开的一个方面涉及促进在线游戏中的用户之间虚拟物品的赠送。 在游戏的不同时期,用户可能被授予虚拟物品作为奖励。 该系统为用户在分发时向其他用户提供礼品奖励机会。 其他用户可以包括普通隶属关系的成员,具有朋友或其他关系的其他用户和/或其他用户。 例如,游戏可以向用户提供保留奖励的选项,或者与一个或多个其他用户共享奖励的至少一部分。 可以从呈现给用户的列表中选择一个或多个用户。 如果虚拟物品和/或货币通常不能在用户之间转移,这可能为网络游戏中的社交赠送和/或互动提供机会。
    • 77. 发明授权
    • Metric based conformance by character units to specified formations
    • 基于公制的字符单位符合规定的地层
    • US08790178B1
    • 2014-07-29
    • US13678359
    • 2012-11-15
    • Thomas Fontaine
    • Thomas Fontaine
    • A63F9/24A63F13/00
    • A63F13/00A63F13/35A63F13/56
    • An approach to facilitating metric-based conformance by character units to specified formations is provided. An instance of a game space may be executed. The game space may have character units (including a first group of character units) that are controllable by a user to perform in-space actions. Values for one or more dynamic cohesiveness metrics associated with one or more of the user or character units of the first group may be determined. Responsive to reception of a first action request specifying a formation for the first group and a second action request specifying a first in-space objective for the first group, the first group may attempt to perform the first in-space objective in the instance of the game space with a level of conformance (that is based on the determined values of the dynamic cohesiveness metrics) to the specified formation during the attempted performance of the first in-space objective.
    • 提供了一种通过字符单位促进基于度量的符合指定格式的方法。 可以执行游戏空间的实例。 游戏空间可以具有由用户控制以执行空间内动作的字符单元(包括第一组字符单元)。 可以确定与第一组的一个或多个用户或字符单元相关联的一个或多个动态内聚度度量的值。 响应于接收指定第一组的形成的第一动作请求以及指定第一组的第一空间内目标的第二动作请求,第一组可以尝试执行第一组中的第一空间内目标 在第一个空间内目标的尝试执行过程中,具有一定程度的游戏空间(即基于动态内聚性度量的确定值)到指定的地层。