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    • 3. 发明申请
    • GROUP COMPOSITION MATCHMAKING SYSTEM AND METHOD FOR MULTIPLAYER VIDEO GAMES
    • 用于多播放器视频游戏的组合物匹配系统和方法
    • US20160001186A1
    • 2016-01-07
    • US14712608
    • 2015-05-14
    • ACTIVISION PUBLISHING, INC.
    • Michael D MarrKeith S. KaplanNathan T. Lewis
    • A63F13/847
    • A63F13/795A63F13/30A63F13/60A63F13/847A63F2300/5566A63F2300/575G07F17/3227G07F17/3237G07F17/3255G07F17/3269G07F17/3272
    • A system and method is provided that recommends group compositions in multiplayer video games. The system may suggest a composition of a group of players using a matchmaking process. For example, one or more players may wish to form or join a group of players for a given game, but not know what would be an appropriate mix of player styles, player roles, skill levels, and/or other player characteristics that would make an optimal group, given the player's own characteristics. The system may identify optimal groups based on matchmaking related information such as, without limitation, game profile, player profile, prior match scores, prior quality scores, and/or other information. Optimal groups may be those that have performed successfully (e.g., accomplished the most wins, objectives, etc.), are associated with the highest player enjoyment (e.g., based on match and/or quality scores), and/or otherwise are deemed to be desirable.
    • 提供了一种在多人视频游戏中推荐组合的系统和方法。 该系统可以使用配对过程来建议一组玩家的组合。 例如,一个或多个玩家可能希望为给定的游戏形成或加入一组玩家,但不知道什么将是玩家风格,玩家角色,技能水平和/或其他玩家特征的适当组合 给予玩家自己的特点的最佳组。 系统可以基于匹配相关信息来识别最佳组,例如但不限于游戏简档,玩家简档,先前匹配分数,先前的质量得分和/或其他信息。 最佳组可以是成功执行的组(例如,完成最多的胜利,目标等),与最高玩家享受(例如,基于匹配和/或质量得分)相关联,和/或以其他方式被视为 是理想的
    • 9. 发明申请
    • SYSTEM AND METHOD FOR SIMULATING GAMEPLAY OF NONPLAYER CHARACTERS DISTRIBUTED ACROSS NETWORKED END USER DEVICES
    • 用于模拟跨网络终端用户设备分配的非播放器字符游戏的系统和方法
    • US20160332081A1
    • 2016-11-17
    • US14712359
    • 2015-05-14
    • ACTIVISION PUBLISHING, INC.
    • Michael D. MarrKeith S. KaplanNathan T. Lewis
    • A63F13/73A63F13/31
    • A63F13/63A63F13/34A63F13/352A63F13/358A63F13/69
    • A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.
    • 提供了一种系统和方法,其模拟分布在网络终端用户设备上的非玩家角色(NPC)的游戏性。 系统可以识别通过网络连接到系统的最终用户设备,并且可用于参与其中每个参与的最终用户设备被提供有要执行的一个或多个NPC的模拟。 当终端用户设备具有足够的计算能力时,例如当处于空闲或待机状态时,终端用户设备可能可以参与。 因此,该系统可以利用网络终端用户设备的备用计算能力来在仿真期间在网络终端用户设备处执行NPC。 以这种方式,可以使用可能影响游戏的现实世界条件来测试NPC的行为,例如网络连接质量,用户到用户游戏引擎协调和数据交换以及/或与其相关的其他现实世界条件 与联网的最终用户设备。