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公开(公告)号:US08583266B2
公开(公告)日:2013-11-12
申请号:US13412509
申请日:2012-03-05
申请人: Ralf Herbrich , Thore K. H. Graepel
发明人: Ralf Herbrich , Thore K. H. Graepel
IPC分类号: A63F9/24
CPC分类号: A63F11/0051
摘要: Skill scores represent a ranking or other indication of the skill of the player based on the outcome of the game in a gaming environment. Skills scores can be used in matching compatible players on the same team and matching opposing players or teams to obtain an evenly-matched competition. An initial skill score of a player in a new gaming environment may be based in whole or in part on the skill score of that player in another game environment. The influence that the skill scores for these other game environments may have in the skill score seeding for the new game environment may be weighted based on a defined compatibility factor with the new game environment. The compatibility factor can be determined based on a game-to-game basis, compatible categories or features, game developer defined parameters, or any combination of considerations.
摘要翻译: 技能分数表示基于游戏环境中的游戏结果的玩家的技能的排名或其他指示。 技能分数可用于匹配同一队伍中的兼容玩家,并匹配对手的球员或球队获得均匀匹配的比赛。 新游戏环境中的玩家的初始技能得分可以全部或部分地基于该玩家在另一游戏环境中的技能得分。 可以基于与新的游戏环境的定义的兼容性因素来加权这些其他游戏环境的技能得分对于新游戏环境的技能得分的影响。 兼容性因素可以基于游戏到游戏的基础,兼容的类别或特征,游戏开发者定义的参数或任何考虑的组合来确定。
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公开(公告)号:US08538910B2
公开(公告)日:2013-09-17
申请号:US12278387
申请日:2007-01-16
申请人: Thomas Minka , Thore K H Graepel , Ralf Herbrich
发明人: Thomas Minka , Thore K H Graepel , Ralf Herbrich
CPC分类号: G06Q10/06 , A63B71/0616
摘要: There is a desire to provide a way to determine relative skills of players of games such as computer games, chess, tennis and any other suitable type of game. Our earlier Bayesian Scoring system is implemented in Xbox Live (trade mark) and is currently commercially available under the trade name TrueSkill (trade mark). Here we build on our earlier work and use a new method of computation to enable processing times to be significantly reduced. Message passing techniques are adapted to enable computation of updated skill beliefs to be obtained quickly even in the case of multiple teams of multiple players.
摘要翻译: 有希望提供一种方法来确定游戏玩家的相对技能,如电脑游戏,象棋,网球和任何其他合适类型的游戏。 我们早期的贝叶斯评分系统在Xbox Live(商标)中实施,目前以商品名TrueSkill(商标)进行商业化销售。 这里我们基于我们早期的工作,并使用一种新的计算方法来使处理时间显着减少。 消息传递技术适于使得即使在多个玩家的多个团队的情况下也能够快速获得更新的技能信息的计算。
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公开(公告)号:US08473437B2
公开(公告)日:2013-06-25
申请号:US12971191
申请日:2010-12-17
申请人: Tauhid Rashed Zaman , Jurgen Anne Francois Marie Van Gael , David Stern , Ralf Herbrich , Gilad Lotan
发明人: Tauhid Rashed Zaman , Jurgen Anne Francois Marie Van Gael , David Stern , Ralf Herbrich , Gilad Lotan
CPC分类号: G06N5/04 , G06N99/005 , G06Q30/02 , H04L43/08 , H04L51/32
摘要: One or more techniques and/or systems are disclosed for predicting propagation of a message on a social network. A predictive model is trained to determine a probability of propagation of information on the social network using both positive and negative information propagation feedback, which may be collected while monitoring the social network over a desired period of time for information propagation. A particular message can be input to the predictive model, which can determine a probability of propagation of the message on the social network, such as how many connections may receive at least a portion of the message and/or a likelihood of at least a portion of the message reaching respective connections in the social network.
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公开(公告)号:US08433660B2
公开(公告)日:2013-04-30
申请号:US12628421
申请日:2009-12-01
摘要: Managing a portfolio of experts is described where the experts may be for example, automated experts or human experts. In an embodiment a selection engine selects an expert from a portfolio of experts and assigns the expert to a specified task. For example, the selection engine has a Bayesian machine learning system which is iteratively updated each time an experts performance on a task is observed. For example, sparsely active binary task and expert feature vectors are input to the selection engine which maps those feature vectors to a multi-dimensional trait space using a mapping learnt by the machine learning system. In examples, an inner product of the mapped vectors gives an estimate of a probability distribution over expert performance. In an embodiment the experts are automated problem solvers and the task is a hard combinatorial problem such as a constraint satisfaction problem or combinatorial auction.
摘要翻译: 描述专家组合的描述,专家可能是例如,自动化专家或人类专家。 在一个实施例中,选择引擎从专家组合中选择专家,并将专家分配给指定的任务。 例如,选择引擎具有贝叶斯机器学习系统,每当观察到任务上的专家表现时,该学习系统被迭代地更新。 例如,将稀疏活动的二进制任务和专家特征向量输入到使用机器学习系统学习的映射将这些特征向量映射到多维特征空间的选择引擎。 在示例中,映射向量的内积给出了对专家性能的概率分布的估计。 在一个实施例中,专家是自动化问题解决者,并且任务是诸如约束满足问题或组合拍卖之类的硬组合问题。
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公开(公告)号:US20120221129A1
公开(公告)日:2012-08-30
申请号:US13412509
申请日:2012-03-05
申请人: Ralf Herbrich , Thore K.H. Graepel
发明人: Ralf Herbrich , Thore K.H. Graepel
IPC分类号: G06F19/00
CPC分类号: A63F11/0051
摘要: Skill scores represent a ranking or other indication of the skill of the player based on the outcome of the game in a gaming environment. Skills scores can be used in matching compatible players on the same team and matching opposing players or teams to obtain an evenly-matched competition. An initial skill score of a player in a new gaming environment may be based in whole or in part on the skill score of that player in another game environment. The influence that the skill scores for these other game environments may have in the skill score seeding for the new game environment may be weighted based on a defined compatibility factor with the new game environment. The compatibility factor can be determined based on a game-to-game basis, compatible categories or features, game developer defined parameters, or any combination of considerations.
摘要翻译: 技能分数表示基于游戏环境中的游戏结果的玩家的技能的排名或其他指示。 技能分数可用于匹配同一队伍中的兼容玩家,并匹配对手的球员或球队获得均匀匹配的比赛。 新游戏环境中的玩家的初始技能得分可以全部或部分地基于该玩家在另一游戏环境中的技能得分。 可以基于与新的游戏环境的定义的兼容性因素来加权这些其他游戏环境的技能得分对于新游戏环境的技能得分的影响。 兼容性因素可以基于游戏到游戏的基础,兼容的类别或特征,游戏开发者定义的参数或任何考虑的组合来确定。
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公开(公告)号:US20120089446A1
公开(公告)日:2012-04-12
申请号:US12899566
申请日:2010-10-07
申请人: Anoop Gupta , Thore Graepel , Ralf Herbrich
发明人: Anoop Gupta , Thore Graepel , Ralf Herbrich
IPC分类号: G06Q30/00
CPC分类号: G06Q30/0208 , G06Q30/0601 , G06Q50/01
摘要: A publishing engine captures commercial information associated with a first user and automatically notifies other users in the first user's social network of this commercial information. The first user authorizes an e-commerce system to access his or her social network and to publish commercial information about the first user's commercial activity (e.g., a purchase or other commercial transaction) to users in the social network. By this automated notification, the notified users in the first user's social network can learn that the first user has completed a commercial transaction pertaining to a particular product or service. If a notified user is interested in a similar product or service, he or she can contact the first user to inquire about the first user's experience and information with the product or service.
摘要翻译: 发布引擎捕获与第一用户相关联的商业信息,并自动通知第一用户的社交网络中的其他用户该商业信息。 第一个用户授权电子商务系统访问他或她的社交网络,并且向社交网络中的用户发布关于第一用户的商业活动(例如,购买或其他商业交易)的商业信息。 通过该自动通知,第一用户社交网络中通知的用户可以知道第一用户已经完成了与特定产品或服务有关的商业交易。 如果通知用户对类似的产品或服务感兴趣,他或她可以联系第一个用户以查询第一个用户的体验和产品或服务的信息。
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公开(公告)号:US07713117B2
公开(公告)日:2010-05-11
申请号:US11532452
申请日:2006-09-15
申请人: Thore K. H. Graepel , Ralf Herbrich , David Stern
发明人: Thore K. H. Graepel , Ralf Herbrich , David Stern
IPC分类号: A63F9/24
摘要: Scoring a board configuration for a territory board game is often not straightforward and yet there is a desire to determine such scores quickly and accurately. For example, in the game of GO, determining the score at the end of the game involves assessing whether stones on the board are alive or dead which is a difficult judgment. Given a board configuration, the game is played by a scoring system to obtain a terminal board configuration. This is repeated to obtain a plurality of terminal board configurations from which an assessment can be made as to how likely each board position is to be won by a particular player at the end of the game. The scoring system obtains the terminal board configurations by playing random moves or by making a biased sampling of moves. The biased sampling is made using an evaluation function or in any suitable way. In the game of GO, seki positions are quickly and easily identified. An automated game playing system uses the output of the scoring system to assess when to offer to end a game. The output of the scoring system can also be used to provide hints to players during a game.
摘要翻译: 为领土板游戏评分板块配置通常并不简单,但是希望快速,准确地确定这些分数。 例如,在GO游戏中,确定游戏结束时的分数包括评估板上的石头是活着还是死亡,这是一个困难的判断。 给定一个电路板配置,该游戏由得分系统进行,以获得一个终端板配置。 这是重复的,以获得多个终端板配置,从该终端板配置可以评估在游戏结束时由特定玩家赢得每个板位置的可能性。 评分系统通过播放随机动作或通过偏移采样来获得终端板配置。 使用评估函数或以任何合适的方式进行偏置采样。 在GO的游戏中,seki的位置很容易被识别。 自动游戏系统使用评分系统的输出来评估何时提供结束游戏。 评分系统的输出也可用于在游戏过程中向玩家提供提示。
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公开(公告)号:US20090093287A1
公开(公告)日:2009-04-09
申请号:US11869165
申请日:2007-10-09
申请人: Ralf Herbrich , Thore Graepel , Thomas Minka , Pierre Dangauthier
发明人: Ralf Herbrich , Thore Graepel , Thomas Minka , Pierre Dangauthier
IPC分类号: A63F9/24
CPC分类号: G06N7/005
摘要: A process for determining relative player skills and draw margins is described. Information about an outcome of a game between at least a first player opposing a second player is received. Also, for each player, skill statistics are received associated with a distribution representing belief about skill of that player. Draw margin statistics are received associated with a distribution representing belief about ability of that player to force a draw. An update process is performed to update the statistics on the basis of the received information about the game outcome. In an embodiment a Bayesian inference process is used during the update process which may take past and future player achievement into account.
摘要翻译: 描述了确定相对玩家技能和绘制边距的过程。 接收关于至少与第二玩家对抗的第一玩家之间的游戏结果的信息。 此外,对于每个玩家,接收与表示对该玩家的技能的信念的分布相关联的技能统计。 收到的边际统计数据收到与表示对该玩家强制抽签能力相关的分布相关联。 执行更新处理以基于所接收的关于游戏结果的信息更新统计信息。 在一个实施例中,在更新过程中使用贝叶斯推理过程,其可以考虑过去和未来的玩家成就。
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公开(公告)号:US20090043593A1
公开(公告)日:2009-02-12
申请号:US11835985
申请日:2007-08-08
CPC分类号: G06Q10/04 , G06Q30/0185
摘要: There are many situations in which it is desired to predict outcomes of events. In an example, an event prediction system is described which receives variables for a proposed event. The system accesses learnt statistics describing belief about weights associated with the variables and uses the weights to determine probability information that the proposed event will have a specified outcome. The process involves combining the accessed statistics and mapping them into a number representing the probability. In another example, a machine learning process using assumed density filtering is used to learn the statistics from data about observed events. The event prediction system may be used as part of any suitable type of system such as an internet advertising system, an email filtering system, or a fraud detection system.
摘要翻译: 有很多情况需要预测事件的结果。 在一个示例中,描述了接收所提出事件的变量的事件预测系统。 系统访问学习的统计数据,描述与变量相关联的权重的信念,并使用权重来确定拟议事件将具有指定结果的概率信息。 该过程涉及组合所访问的统计数据并将其映射成表示概率的数字。 在另一个例子中,使用假设浓度滤波的机器学习过程来从关于观测事件的数据中学习统计数据。 事件预测系统可以用作任何合适类型的系统的一部分,例如互联网广告系统,电子邮件过滤系统或欺诈检测系统。
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公开(公告)号:US20060164997A1
公开(公告)日:2006-07-27
申请号:US11027188
申请日:2004-12-30
CPC分类号: G06F11/3452 , G06F11/3419 , G06F11/3495 , G06F2201/835
摘要: Based on the time series data from multiple components, the systems administrator or other managing entity may desire to find the temporal dependencies between the different time series data over time. For example, based on actions indicated in time series data from two or more servers in a server network, a dependency structure may be determined which indicates a parent/child or dependent relationship between the two or more servers. In some cases, it may also be beneficial to predict the state of a child component, and/or predict the average time to a state change or event of a child component based on the parent time series data. These determinations and predications may reflect the logical connections between actions of components. The relationships and/or predictions may be expressed graphically and/or in terms of a probability distribution.
摘要翻译: 基于来自多个组件的时间序列数据,系统管理员或其他管理实体可能希望随着时间的推移找到不同时间序列数据之间的时间依赖性。 例如,基于来自服务器网络中的两个或多个服务器的时间序列数据中指示的动作,可以确定依赖结构,其指示两个或多个服务器之间的父/子或依赖关系。 在某些情况下,基于父时间序列数据预测子组件的状态和/或预测子组件的状态改变或事件的平均时间也可能是有益的。 这些确定和预测可能反映组件的动作之间的逻辑连接。 关系和/或预测可以以图形和/或以概率分布来表示。
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