Client-side prediction of a local game object to reduce apparent network lag of multiplayer simulations
    1.
    发明授权
    Client-side prediction of a local game object to reduce apparent network lag of multiplayer simulations 有权
    本地游戏对象的客户端预测,以减少多玩家模拟的网络滞后

    公开(公告)号:US08678929B1

    公开(公告)日:2014-03-25

    申请号:US12184975

    申请日:2008-08-01

    IPC分类号: G06F15/16 A63F13/00

    摘要: A method for operating a networked interactive game system is provided. An input command generated by a local user of a local game system that controls a local object of an interactive game may be received. A state for the local object in the present game frame may be predicted based on the input command. State data of a first object of the interactive game that was determined in a network simulation of a previous game frame may be retrieved. A global object of the interactive game in the present game frame may be course-corrected to be aligned with the global object in the previous game frame using the predicted state for the local object in the present game frame and the state data of the first object of the previous game frame. The present game frame may be rendered with the course-corrected global object.

    摘要翻译: 提供了一种用于操作网络交互式游戏系统的方法。 可以接收由控制交互式游戏的本地对象的本地游戏系统的本地用户生成的输入命令。 可以基于输入命令预测当前游戏帧中的本地对象的状态。 可以检索在先前游戏帧的网络模拟中确定的交互式游戏的第一对象的状态数据。 当前游戏帧中的交互式游戏的全局对象可以使用当前游戏帧中的本地对象的预测状态和第一对象的状态数据进行当前校正以与先前游戏帧中的全局对象对齐 的以前的游戏框架。 可以用课程校正的全局对象来呈现当前游戏帧。

    ADAPTIVE LEARNING SYSTEM FOR VIDEO GAME ENHANCEMENT
    2.
    发明申请
    ADAPTIVE LEARNING SYSTEM FOR VIDEO GAME ENHANCEMENT 有权
    用于视频游戏增强的自适应学习系统

    公开(公告)号:US20140004950A1

    公开(公告)日:2014-01-02

    申请号:US13535445

    申请日:2012-06-28

    IPC分类号: G06F17/30 A63F9/24

    摘要: Techniques are disclosed that can capture sequences of player input in response to situations confronting a player of a video game while playing the video game on a game console. A game engine within the game console may associate an archetype with the captured sequences. The outcomes of the captured sequences are determined with respect to the game situations and a score is applied to the captured sequences based on the outcomes. The captured sequences, the outcomes and the scores are stored in a runtime memory within the game console used to play the video game. Upon completion of the video game, the stored captured sequences, the outcomes and the scores may be downloaded and stored to an external memory associated with the game console. Subsequent video game sessions may load the captured sequences, the outcomes and the scores into the runtime memory to be used in the next session.

    摘要翻译: 公开了一种技术,其可以在游戏机上播放视频游戏的同时响应于视频游戏的玩家面对的情况来捕获玩家输入的序列。 游戏机内的游戏引擎可以将原型与捕获的序列相关联。 捕获的序列的结果相对于游戏情况确定,并且基于结果将得分应用于所捕获的序列。 捕获的序列,结果和分数存储在用于播放视频游戏的游戏机内的运行时存储器中。 在完成视频游戏之后,存储的捕获序列,结果和分数可被下载并存储到与游戏控制台相关联的外部存储器。 随后的视频游戏会话可以将捕获的序列,结果和分数加载到运行时存储器中,以在下一个会话中使用。

    Adaptive learning system for video game enhancement

    公开(公告)号:US09616329B2

    公开(公告)日:2017-04-11

    申请号:US13535445

    申请日:2012-06-28

    IPC分类号: A63F9/24 A63F13/40 A63F13/30

    摘要: Techniques are disclosed that can capture sequences of player input in response to situations confronting a player of a video game while playing the video game on a game console. A game engine within the game console may associate an archetype with the captured sequences. The outcomes of the captured sequences are determined with respect to the game situations and a score is applied to the captured sequences based on the outcomes. The captured sequences, the outcomes and the scores are stored in a runtime memory within the game console used to play the video game. Upon completion of the video game, the stored captured sequences, the outcomes and the scores may be downloaded and stored to an external memory associated with the game console. Subsequent video game sessions may load the captured sequences, the outcomes and the scores into the runtime memory to be used in the next session.