Enhanced animation generation based on generative control

    公开(公告)号:US12138543B1

    公开(公告)日:2024-11-12

    申请号:US17248336

    申请日:2021-01-20

    Abstract: Systems and methods are provided for enhanced animation generation based on generative control models. An example method includes accessing an autoencoder trained based on character control information generated using motion capture data, the character control information indicating, at least, trajectory information associated with the motion capture data, and the autoencoder being trained to reconstruct, via a latent feature space, the character control information. First character control information associated with a trajectory of an in-game character of an electronic game is obtained. A latent feature representation is generated and the latent feature representation is modified. A control signal is output to a motion prediction network for use in updating a character pose of the in-game character.

    Generative Interior Design in Video Games

    公开(公告)号:US20230061250A1

    公开(公告)日:2023-03-02

    申请号:US17463754

    申请日:2021-09-01

    Abstract: This specification describes a computer-implemented generative interior design method. The method comprises obtaining input data comprising boundary data. The boundary data defines a boundary of an interior region of a video game building. A floor plan for the interior region of the video game building is generated. This comprises processing the input data using a floor plan generator model. The floor plan divides the interior region into a plurality of interior spaces. A layout for at least one of the plurality of interior spaces defined by the floor plan is generated by a layout generator model comprising one or more graph neural networks. The layout represents a configuration of one or more objects to be placed in the interior region.

    Automated pipeline selection for synthesis of audio assets

    公开(公告)号:US11521594B2

    公开(公告)日:2022-12-06

    申请号:US17094601

    申请日:2020-11-10

    Abstract: An example method of automated selection of audio asset synthesizing pipelines includes: receiving an audio stream comprising human speech; determining one or more features of the audio stream; selecting, based on the one or more features of the audio stream, an audio asset synthesizing pipeline; training, using the audio stream, one or more audio asset synthesizing models implementing respective stages of the selected audio asset synthesizing pipeline; and responsive to determining that a quality metric of the audio asset synthesizing pipeline satisfies a predetermined quality condition, synthesizing one or more audio assets by the selected audio asset synthesizing pipeline.

    Adaptive gaming tutorial system
    6.
    发明授权

    公开(公告)号:US11161044B2

    公开(公告)日:2021-11-02

    申请号:US16404563

    申请日:2019-05-06

    Abstract: Embodiments of the present disclosure provide a tutorial system that can aid a user in performing various game commands in response to different game states in a virtual game environment. As the user plays the game, various game states may be encountered. A tutorial engine may, based on a current game state, determine one or more game commands to be recommended to the user, based on historical information of the user and a game state model, wherein the game state model maintains associations between game states and different segments of users. The user is recommended relevant game commands during the normal course of gameplay, based on their own gameplay history and on game commands commonly performed by other users of the game application.

    DYNAMIC DIFFICULTY ADJUSTMENT
    8.
    发明申请

    公开(公告)号:US20210086083A1

    公开(公告)日:2021-03-25

    申请号:US17064040

    申请日:2020-10-06

    Abstract: Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted.

    Example chat message toxicity assessment process

    公开(公告)号:US10940396B2

    公开(公告)日:2021-03-09

    申请号:US16359812

    申请日:2019-03-20

    Abstract: Using user-specific prediction models, it is possible to present an individualized view of messages generated by users playing a shared instance of a video game. Further, users with different subjective views of what is offensive may be presented with different forms or annotations of a message. By personalizing the views of messages generated by users, it is possible to reduce or eliminate the toxic environment that sometimes forms when players, who may be strangers to each other and may be located in disparate locations play a shared instance of a video game. Further, the user-specific prediction models may be adapted to filter or otherwise annotate other undesirable messages that may not be offensive, such as a message generated by one user in a video game that includes a solution to an in-game puzzle that another user may not desire to read as it may spoil the challenge for the user.

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