RENDERING OF GAME CHARACTERS
    11.
    发明申请

    公开(公告)号:US20190060757A1

    公开(公告)日:2019-02-28

    申请号:US16108976

    申请日:2018-08-22

    Abstract: Technologies are generally described for rendering a character for games. In some examples, a method performed under control of a game server may include calculating a level of detail (LOD) for a first character positioned in a same virtual game space as a second character, based at least in part on a calculated degree of closeness between the first character and the second character; and controlling a display definition of the first character based at least in part on the calculated LOD.

    Social network construction
    14.
    发明授权

    公开(公告)号:US09898716B2

    公开(公告)日:2018-02-20

    申请号:US14316916

    申请日:2014-06-27

    CPC classification number: G06Q10/10 G06Q50/01

    Abstract: Technologies are generally described for constructing an ad-hoc social network. In some examples, a method performed under control of an end device may include calculating a social relevance on a social graph between the end device and another end device, based on a social graph bit array of the end device and a social graph bit array of the other end device; determining that the calculated social relevance is greater than a predetermined threshold value; and constructing an ad-hoc social network that connects the end device with the other end device.

    Protection of private data
    15.
    发明授权
    Protection of private data 有权
    保护私人资料

    公开(公告)号:US09444797B2

    公开(公告)日:2016-09-13

    申请号:US14327814

    申请日:2014-07-10

    Abstract: Technologies are generally described for generating obfuscated message data. In some examples, a method performed under control of a server may include calculating co-occurrence probabilities of a plurality of combinations, each of which includes at least two elements that are included in original message data; extracting, from the original message data, a first data set that includes at least one combination that has a first co-occurrence probability from among the plurality of combinations and a second data set that includes at least one combination that has a second co-occurrence probability from among the plurality of combinations; generating dummy data by using the first data set and the second data set; and adding the generated dummy data to the original message data to generate obfuscated message data.

    Abstract translation: 通常描述技术来产生模糊消息数据。 在一些示例中,在服务器的控制下执行的方法可以包括计算多个组合的同现概率,每个组合包括包括在原始消息数据中的至少两个元素; 从所述原始消息数据中提取包括来自所述多个组合中的具有第一同现概率的至少一个组合的第一数据集和包括具有第二同现的至少一个组合的第二数据集 多个组合中的概率; 通过使用第一数据集和第二数据集产生伪数据; 并将生成的虚拟数据添加到原始消息数据以产生模糊消息数据。

    CONTROLLING A MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME
    16.
    发明申请
    CONTROLLING A MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME 有权
    控制大型多人游戏在线角色扮演游戏

    公开(公告)号:US20150293668A1

    公开(公告)日:2015-10-15

    申请号:US14359478

    申请日:2013-05-30

    Abstract: Briefly stated, technologies are generally described for controlling a massively multiplayer online role-playing game (MMORPG), using a user-interface (UI) selection unit, an action log unit, a pattern detector unit and/or an artificial intelligence (AI) player unit. In various examples, a system is described, where the system may be configured to control the action log unit to record logs of a user's actions input through a UI and associate the actions with status information of the user's character and opponent characters in the MMORPG. The system may control the pattern detector unit to extract correlation rules for the status information and the associated actions. The AI player unit may control a substitute player for the user based on the correlation rules, such that the substitute player can automatically reproduce actions of the user.

    Abstract translation: 简而言之,技术通常被描述为使用用户界面(UI)选择单元,动作日志单元,模式检测器单元和/或人造智能(AI)来控制大型多人在线角色扮演游戏(MMORPG) 玩家单位。 在各种示例中,描述了系统,其中系统可以被配置为控制动作日志单元来记录用户通过UI输入的动作的日志,并将动作与MMORPG中的用户角色和对手角色的状态信息相关联。 系统可以控制模式检测器单元提取状态信息和相关动作的相关规则。 AI播放器单元可以基于相关规则来控制用户的替代播放器,使得替代播放器可以自动再现用户的动作。

    DATA LIST CUSTOMIZATION BASED ON SOCIAL RELATIONSHIP
    17.
    发明申请
    DATA LIST CUSTOMIZATION BASED ON SOCIAL RELATIONSHIP 审中-公开
    基于社会关系的数据列表自定义

    公开(公告)号:US20140188846A1

    公开(公告)日:2014-07-03

    申请号:US13820716

    申请日:2012-10-12

    Abstract: Technologies are generally described for a data list customization scheme. In some examples, a data management system may include a communication history analysis unit configured to analyze a communication history of a user, a relationship determination unit configured to calculate relationship indicators for respective acquaintances of the user based at least in part on the communication history of the user analyzed by the communication history analysis unit, and a data list customization unit configured to sort a list of data files based at least in part on the relationship indicators for the respective acquaintances of the user calculated by the relationship determination unit.

    Abstract translation: 技术通常描述为数据列表定制方案。 在一些示例中,数据管理系统可以包括被配置为分析用户的通信历史的通信历史分析单元,关系确定单元,被配置为至少部分地基于用户的通信历史来计算用户的各个熟人的关系指标 所述用户由所述通信历史分析单元分析,以及数据列表定制单元,被配置为至少部分地基于由所述关系确定单元计算出的所述用户的各个熟人的关系指示符来对数据文件列表进行排序。

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