Adaptive Matchmaking for Games
    1.
    发明申请
    Adaptive Matchmaking for Games 有权
    游戏适应性匹配

    公开(公告)号:US20080242420A1

    公开(公告)日:2008-10-02

    申请号:US11693635

    申请日:2007-03-29

    IPC分类号: A63F13/00

    摘要: Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories.

    摘要翻译: 在线游戏服务中的对接过程通常会导致玩家不得不等待不可接受的长时间接收匹配或立即接收到不良匹配的会话。 通过使用匹配过程,动态地适应所提出的匹配的质量之间的良好平衡(例如,在这些匹配的平衡,有趣和有趣的可能性方面)以及潜在匹配的等待时间。 指定匹配阈值。 当玩家寻找比赛时,观察到等待时间,例如,玩家在开始游戏或退出之前等待多久。 关于这种等待时间的信息用于动态地更新配对阈值。 更新是根据观察到的等待时间的信息与目标等待时间之间的关系进行的。 可以通过对不同的游戏类别使用单独的配对阈值和目标等待时间来实现进一步的控制。

    Reputation System
    2.
    发明申请
    Reputation System 有权
    声誉系统

    公开(公告)号:US20070192169A1

    公开(公告)日:2007-08-16

    申请号:US11693653

    申请日:2007-03-29

    IPC分类号: G06Q99/00 G07G1/00 G06F17/30

    CPC分类号: G06Q30/02 G06Q30/0282

    摘要: Reputation systems have been used to promote trust between participants in activities including online activities such as online market places. Existing online market places provide a reputation system which is a simple cumulative registry of user ratings on a given market place member. However, this simple system is open to abuse in situations where, for example, many positive ratings are given in a fraudulent manner. By modeling both reputation of participants and required reputation of participants an improved reputation system is provided. The required reputation may be thought of as a threshold, referred to herein as a required threshold, which may be used in determining how to update an indication of the reputation of a participant in the activity. The reputation system is able to learn information about required reputation and reputation of participants using an update process which is robust to participants who consistently give feedback of a particular type.

    摘要翻译: 信誉系统已被用于促进参与者之间的信任,包括在线活动,如在线市场。 现有的在线市场地点提供了一个声誉系统,这是一个简单的累积登记的用户评级在给定的市场成员。 然而,这种简单的系统在例如以欺诈方式给出许多正面评级的情况下是可以滥用的。 通过对参与者的声誉和参与者的声誉进行建模,提供了改进的声誉系统。 所需的信誉可以被认为是阈值,这里称为所需阈值,其可用于确定如何更新活动中参与者的信誉的指示。 信誉系统能够使用对持续给出特定类型的反馈的参与者是稳健的更新过程来学习关于参与者的所需信誉和声誉的信息。

    Adaptive matchmaking for games
    3.
    发明授权
    Adaptive matchmaking for games 有权
    适应性匹配的游戏

    公开(公告)号:US08672764B2

    公开(公告)日:2014-03-18

    申请号:US11693635

    申请日:2007-03-29

    IPC分类号: A63F9/24

    摘要: Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories.

    摘要翻译: 在线游戏服务中的对接过程通常会导致玩家不得不等待不可接受的长时间接收匹配或立即接收到不良匹配的会话。 通过使用匹配过程,动态地适应所提出的匹配的质量之间的良好平衡(例如,在这些匹配的平衡,有趣和有趣的可能性方面)以及潜在匹配的等待时间。 指定匹配阈值。 当玩家寻找比赛时,观察到等待时间,例如,玩家在开始游戏或退出之前等待多久。 关于这种等待时间的信息用于动态地更新配对阈值。 更新是根据观察到的等待时间的信息与目标等待时间之间的关系进行的。 可以通过对不同的游戏类别使用单独的配对阈值和目标等待时间来实现进一步的控制。

    Reputation system
    4.
    发明授权
    Reputation system 有权
    声誉系统

    公开(公告)号:US08374973B2

    公开(公告)日:2013-02-12

    申请号:US11693653

    申请日:2007-03-29

    IPC分类号: G06Q99/00 G06Q30/00

    CPC分类号: G06Q30/02 G06Q30/0282

    摘要: Reputation systems have been used to promote trust between participants in activities including online activities such as online market places. Existing online market places provide a reputation system which is a simple cumulative registry of user ratings on a given market place member. However, this simple system is open to abuse in situations where, for example, many positive ratings are given in a fraudulent manner. By modeling both reputation of participants and required reputation of participants an improved reputation system is provided. The required reputation may be thought of as a threshold, referred to herein as a required threshold, which may be used in determining how to update an indication of the reputation of a participant in the activity. The reputation system is able to learn information about required reputation and reputation of participants using an update process which is robust to participants who consistently give feedback of a particular type.

    摘要翻译: 信誉系统已被用于促进参与者之间的信任,包括在线活动,如在线市场。 现有的在线市场地点提供了一个声誉系统,这是一个简单的累积登记的用户评级在给定的市场成员。 然而,这种简单的系统在例如以欺诈方式给出许多正面评级的情况下是可以滥用的。 通过对参与者的声誉和参与者的声誉进行建模,提供了改进的声誉系统。 所需的信誉可以被认为是阈值,这里称为所需阈值,其可用于确定如何更新活动中参与者的信誉的指示。 信誉系统能够使用对持续给出特定类型的反馈的参与者是稳健的更新过程来学习关于参与者的所需信誉和声誉的信息。

    Destination arrival estimates auto-notification based on cellular systems
    5.
    发明授权
    Destination arrival estimates auto-notification based on cellular systems 有权
    目标到达估计基于蜂窝系统的自动通知

    公开(公告)号:US08742954B2

    公开(公告)日:2014-06-03

    申请号:US13399362

    申请日:2012-02-17

    IPC分类号: G08G1/123

    CPC分类号: G01C21/20 G01C21/26

    摘要: The present invention is directed to a method for determining vehicular speeds over various travel routes that includes the steps: (a) for a plurality of mobile communication devices, determining a respective first geographic location at a first time and a second geographic location at a second later time; (b) determining a respective velocity for each cellular communication device over the distance between the first and second geographic locations; and (c) based on the respective velocities, providing to a driver at least one of (I) a velocity over a selected travel route, (ii) a traffic volume over the selected travel route, and (iii) an estimated time of travel over the selected travel route.

    摘要翻译: 本发明涉及一种用于确定各种旅行路线的车速的方法,其包括以下步骤:(a)对于多个移动通信设备,在第一时间确定相应的第一地理位置,在第二时间确定第二地理位置 晚点; (b)在第一和第二地理位置之间的距离上确定每个蜂窝通信设备的相应速度; 和(c)基于相应的速度,向驾驶员提供以下中的至少一个:(I)所选行驶路线上的速度,(ii)所选择的行驶路线上的交通量,以及(iii)估计行驶时间 在选定的旅行路线。

    SYSTEM AND METHOD FOR PROVIDING A DISCOUNT
    6.
    发明申请
    SYSTEM AND METHOD FOR PROVIDING A DISCOUNT 有权
    用于提供折扣的系统和方法

    公开(公告)号:US20110238470A1

    公开(公告)日:2011-09-29

    申请号:US13156938

    申请日:2011-06-09

    申请人: John Lavin David Shaw

    发明人: John Lavin David Shaw

    IPC分类号: G06Q30/00

    摘要: In particular, systems and methods are provided for delivering a discount using a virtual currency. Inventive systems and methods offer a high perceived savings value to an end-user while maintaining the perception of product value. Further, systems and methods for providing a discount are described which impose little or no cost on the service or product provider. An embodiment of an inventive method includes presenting a display of a price paid by a consumer without access to the virtual currency along with a display of an amount payable by the end-user in actual currency in combination with an amount payable in virtual currency by an end-user of an inventive system. The end-user perceives a benefit to using the virtual currency since the price paid in actual currency is less than the displayed price to be paid by a consumer without access to the virtual currency.

    摘要翻译: 特别地,提供用于使用虚拟货币递送折扣的系统和方法。 发明的系统和方法为最终用户提供高度的感知储蓄价值,同时保持对产品价值的看法。 此外,描述了用于提供折扣的系统和方法,其对服务或产品提供商施加很少或没有成本。 本发明方法的实施例包括呈现由消费者支付的价格的显示,而不访问虚拟货币以及终端用户以实际货币支付的金额与虚拟货币应付的金额结合在一起 本发明系统的最终用户。 最终用户感觉到使用虚拟货币的好处,因为以实际货币支付的价格低于消费者无法访问虚拟货币的显示价格。

    SYSTEM AND METHOD FOR PROVIDING A DISCOUNT

    公开(公告)号:US20110208573A1

    公开(公告)日:2011-08-25

    申请号:US13084954

    申请日:2011-04-12

    申请人: John Lavin David Shaw

    发明人: John Lavin David Shaw

    IPC分类号: G06Q30/00

    摘要: In particular, systems and methods are provided for delivering a discount using a virtual currency. Inventive systems and methods offer a high perceived savings value to an end-user while maintaining the perception of product value. Further, systems and methods for providing a discount are described which impose little or no cost on the service or product provider. An embodiment of an inventive method includes presenting a display of a price paid by a consumer without access to the virtual currency along with a display of an amount payable by the end-user in actual currency in combination with an amount payable in virtual currency by an end-user of an inventive system. The end-user perceives a benefit to using the virtual currency since the price paid in actual currency is less than the displayed price to be paid by a consumer without access to the virtual currency.

    System and method for providing a discount
    9.
    发明授权
    System and method for providing a discount 有权
    提供折扣的系统和方法

    公开(公告)号:US07925533B2

    公开(公告)日:2011-04-12

    申请号:US11049608

    申请日:2005-02-02

    IPC分类号: G06Q30/00

    摘要: In particular, systems and methods are provided for delivering a discount using a virtual currency. Inventive systems and methods offer a high perceived savings value to an end-user while maintaining the perception of product value. Further, systems and methods for providing a discount are described which impose little or no cost on the service or product provider. An embodiment of an inventive method includes presenting a display of a price paid by a consumer without access to the virtual currency along with a display of an amount payable by the end-user in actual currency in combination with an amount payable in virtual currency by an end-user of an inventive system. The end-user perceives a benefit to using the virtual currency since the price paid in actual currency is less than the displayed price to be paid by a consumer without access to the virtual currency.

    摘要翻译: 特别地,提供用于使用虚拟货币递送折扣的系统和方法。 发明的系统和方法为最终用户提供高度的感知储蓄价值,同时保持对产品价值的看法。 此外,描述了用于提供折扣的系统和方法,其对服务或产品提供商施加很少或没有成本。 本发明方法的实施例包括呈现由消费者支付的价格的显示,而不访问虚拟货币以及终端用户以实际货币支付的金额与虚拟货币应付的金额结合在一起 本发明系统的最终用户。 最终用户感觉到使用虚拟货币的好处,因为以实际货币支付的价格低于消费者无法访问虚拟货币的显示价格。

    Approaches and architectures for computation of particle interactions
    10.
    发明申请
    Approaches and architectures for computation of particle interactions 有权
    计算粒子相互作用的方法和体系结构

    公开(公告)号:US20080243452A1

    公开(公告)日:2008-10-02

    申请号:US11975694

    申请日:2007-10-19

    IPC分类号: G06F17/10 G06N5/02

    摘要: A generalized approach to particle interaction can confer advantages over previously described method in terms of one or more of communications bandwidth and latency and memory access characteristics. These generalizations can involve one or more of at least spatial decomposition, import region rounding, and multiple zone communication scheduling. An architecture for computation of particle interactions makes use various forms of parallelism. In one implementation, the parallelism involves using multiple computation nodes arranged according to a geometric partitioning of a simulation volume.

    摘要翻译: 在通信带宽和延迟和存储器访问特性中的一个或多个方面,通用的粒子交互方法可以赋予先前描述的方法的优点。 这些概括可以涉及至少空间分解,导入区域舍入和多区域通信调度中的一个或多个。 用于计算粒子相互作用的架构使用各种形式的并行性。 在一个实现中,并行性涉及使用根据模拟体积的几何划分排列的多个计算节点。