GAMING CONTENT STORAGE BASED ON GAMING PERFORMANCE

    公开(公告)号:US20220161146A1

    公开(公告)日:2022-05-26

    申请号:US17539433

    申请日:2021-12-01

    Abstract: Systems and methods for managing storage of video game content based on video game performance. A level is identified from among a sequence of playable levels of an active video game. A video of the performance of the identified level of the active video game is recorded. A video game performance metric for the identified level is determined. A greatest value of the video game performance metric stored in a database is received. In response to determining that a current value of the video game performance metric for the identified level of the active video game does not exceed the greatest value of the video game performance metric stored in a database, the recording of the video of the performance of the level of the video game is deleted.

    GAMING CONTENT STORAGE BASED ON GAMING PERFORMANCE

    公开(公告)号:US20220023763A1

    公开(公告)日:2022-01-27

    申请号:US16935713

    申请日:2020-07-22

    Abstract: Systems and methods for managing storage of video game content based on video game performance. A level is identified from among a sequence of playable levels of an active video game. A video of the performance of the identified level of the active video game is recorded. A video game performance metric for the identified level is determined. A greatest value of the video game performance metric stored in a database is received. In response to determining that a current value of the video game performance metric for the identified level of the active video game does not exceed the greatest value of the video game performance metric stored in a database, the recording of the video of the performance of the level of the video game is deleted.

    Optimized kernel for concurrent streaming sessions

    公开(公告)号:US11063708B1

    公开(公告)日:2021-07-13

    申请号:US16804716

    申请日:2020-02-28

    Abstract: Systems and methods are described for streaming content to multiple devices from a shared sliding window buffer in kernel space, thereby reducing memory resource use and minimizing context/mode switching between kernel space and user space. For example, concurrent streaming sessions may be seen, e.g., as a live multimedia stream. If a live video is being transmitted as a multicast stream to many devices, rather than each device having a corresponding sliding window buffer in kernel space, each device will share a shared sliding buffer in kernel space. The sliding window buffer size will be at least large enough to stream the slowest connection speed and can be, e.g., multiple times as large as necessary, in case of the issues beyond the worst-case scenario. The system then transmits chunks of the content from the shared sliding window buffer to each of the plurality of client devices.

    CONTENT RECOMMENDATION BASED ON GAME PROGRESS

    公开(公告)号:US20200306635A1

    公开(公告)日:2020-10-01

    申请号:US16370150

    申请日:2019-03-29

    Abstract: Systems and methods for recommending content based on gaming progress are disclosed herein. Video game performance data, which is based on performance of a video game using a computing device, is received from the computing device over a communication network. Control circuitry determines, based on a criterion stored in memory, whether the video game performance data indicates a failure to overcome a challenge in the video game. In response to determining that the video game performance data indicates a failure to overcome the challenge in the video game, the control circuitry identifies for recommendation an item of content associated with the challenge and transmits a recommendation of the identified item of content for display via the computing device.

    Content recommendation based on game progress

    公开(公告)号:US10791370B1

    公开(公告)日:2020-09-29

    申请号:US16370177

    申请日:2019-03-29

    Abstract: Systems and methods for recommending content based on gaming progress are disclosed herein. A gaming log, which is generated based on performance of a video game using a computing device, is received from the computing device over a communication network. The gaming log includes an identifier of a segment of the video game and an attribute of the segment. Control circuitry searches metadata associated with items of content in a database to identify, based on the identifier of the segment or the attribute of the segment, an item of content associated with the segment of the video game. In response to identifying the item of content associated with the segment of the video game, the control circuitry transmits a recommendation of the identified item of content for display via the computing device.

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