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公开(公告)号:US20090227313A1
公开(公告)日:2009-09-10
申请号:US12278387
申请日:2007-01-16
申请人: Thomas Minka , Thore Kh Graepel , Ralf Herbrich
发明人: Thomas Minka , Thore Kh Graepel , Ralf Herbrich
IPC分类号: A63F9/24
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:US09020239B2
公开(公告)日:2015-04-28
申请号:US13305145
申请日:2011-11-28
申请人: Thore KH Graepel , Andrew Blake , Ralf Herbrich
发明人: Thore KH Graepel , Andrew Blake , Ralf Herbrich
CPC分类号: H04N13/239 , A63F13/213 , A63F2300/1093 , G06K9/00355 , G06T7/593 , G06T15/00 , G06T2207/10012 , H04N13/207
摘要: A real-time stereo video signal of a captured scene with a physical foreground object and a physical background is received. In real-time, a foreground/background separation algorithm is used on the real-time stereo video signal to identify pixels from the stereo video signal that represent the physical foreground object. A video sequence may be produced by rendering a 3D virtual reality based on the identified pixels of the physical foreground object.
摘要翻译: 接收具有物理前景对象和物理背景的捕获场景的实时立体视频信号。 实时地,在实时立体视频信号上使用前景/背景分离算法来识别来自表示物理前景对象的立体视频信号的像素。 可以通过基于所识别的物理前景对象的像素渲染3D虚拟现实来产生视频序列。
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公开(公告)号:US07846024B2
公开(公告)日:2010-12-07
申请号:US11561374
申请日:2006-11-17
申请人: Thore KH Graepel , Ralf Herbrich
发明人: Thore KH Graepel , Ralf Herbrich
IPC分类号: A63F9/24
CPC分类号: G07F17/32 , G07F17/3276
摘要: Players in a gaming environment, particularly, electronic on-line gaming environments, may be scored relative to each other or to a predetermined scoring system. The scoring of each player may be based on the outcomes of games between players who compete against each other in one or more teams of one or more players. Each player's score may be represented as a distribution over potential scores which may indicate a confidence level in the distribution representing the player's score. The score distribution for each player may be modeled with a Gaussian distribution and may be determined through a Bayesian inference algorithm. The scoring may be used to track a player's progress and/or standing within the gaming environment, used in a leaderboard indication of rank, and/or may be used to match players with each other in a future game. The matching of one or more teams in a potential game may be evaluated using a match quality threshold which indicates a measure of expected match quality that can be related to the probability distribution over game outcomes.
摘要翻译: 在游戏环境中,特别是电子在线游戏环境中的玩家可以相对于彼此或预定的评分系统进行打分。 每个玩家的得分可以基于在一个或多个玩家的一个或多个队中彼此竞争的玩家之间的游戏的结果。 每个玩家的得分可以表示为潜在分数的分布,其可以指示表示玩家得分的分布中的置信水平。 每个玩家的得分分布可以用高斯分布来建模,并且可以通过贝叶斯推理算法来确定。 评分可以用于跟踪玩家在排行榜中使用的游戏环境中的进展和/或站立,并且/或可以用于在未来的游戏中将玩家彼此匹配。 可以使用匹配质量阈值来评估潜在游戏中的一个或多个团队的匹配,该匹配质量阈值指示可以与游戏结果的概率分布相关的预期匹配质量的度量。
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公开(公告)号:US20120071239A1
公开(公告)日:2012-03-22
申请号:US13305145
申请日:2011-11-28
申请人: Thore KH Graepel , Andrew Blake , Ralf Herbrich
发明人: Thore KH Graepel , Andrew Blake , Ralf Herbrich
IPC分类号: A63F13/00
CPC分类号: H04N13/239 , A63F13/213 , A63F2300/1093 , G06K9/00355 , G06T7/593 , G06T15/00 , G06T2207/10012 , H04N13/207
摘要: A real-time stereo video signal of a captured scene with a physical foreground object and a physical background is received. In real-time, a foreground/background separation algorithm is used on the real-time stereo video signal to identify pixels from the stereo video signal that represent the physical foreground object. A video sequence may be produced by rendering a 3D virtual reality based on the identified pixels of the physical foreground object.
摘要翻译: 接收具有物理前景对象和物理背景的捕获场景的实时立体视频信号。 实时地,在实时立体视频信号上使用前景/背景分离算法来识别来自表示物理前景对象的立体视频信号的像素。 可以通过基于所识别的物理前景对象的像素渲染3D虚拟现实来产生视频序列。
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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: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:US09413557B2
公开(公告)日:2016-08-09
申请号:US12818161
申请日:2010-06-18
申请人: Ralf Herbrich , Thore Graepel , Yoram Bachrach
发明人: Ralf Herbrich , Thore Graepel , Yoram Bachrach
CPC分类号: H04L12/5855 , G06Q30/0214 , G06Q30/0273 , G06Q50/01 , H04L51/14 , H04L51/32
摘要: Online recommendations are tracked through a forwarding service. The forwarding service can provide such statistics to an ad service, which can provide incentives to the recommending user and a consuming user. Example incentives may include an accumulation of points by the recommending user, a discount to the consuming user if a purchase is made in response to the recommendation, etc. To determine how much of an incentive each participant in the recommendation flow receives, a graph is created to model the recommendation flow and incentives are allocated using a cooperative game description based on this graph that associates each participant with a power index that represents that participants share of the incentive.
摘要翻译: 通过转发服务跟踪在线建议。 转发服务可以将这样的统计信息提供给广告服务,其可以向推荐用户和消费用户提供激励。 示例性激励可以包括推荐用户的积分积分,如果响应于推荐而进行购买,则对消费用户的折扣等。为了确定推荐流程中每个参与者接收到的激励多少, 创建以建模流程的模型和激励是使用基于该图的合作游戏描述来分配的,其将每个参与者与表示激励的参与者份额的权力指数相关联。
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公开(公告)号:US08868525B2
公开(公告)日:2014-10-21
申请号:US13594685
申请日:2012-08-24
IPC分类号: G06F7/00 , G06F15/177
CPC分类号: G06F17/30578
摘要: Processing a prepared update is disclosed. A prepared update associated with a request that has been used by the sender to update a local version of a data associated with the sender is received from a sender. Based at least in part on an identifier included in the prepared update, a selected data handler is selected among a plurality of data handlers. The selected data handler is used to update a centralized version of the data at least in part by using the received prepared update. The centralized version of the data has been previously updated using a plurality of prepared updates received from a plurality of senders. The updated centralized version of the data is sent to update the local version of the data associated with the sender.
摘要翻译: 公开处理准备好的更新。 从发送方接收与发送方使用的用于更新与发送者相关联的数据的本地版本的请求相关联的准备更新。 至少部分地基于所准备的更新中包括的标识符,在多个数据处理程序中选择所选择的数据处理程序。 所选择的数据处理程序用于至少部分地通过使用所接收的准备更新来更新数据的集中版本。 已经使用从多个发送者接收的多个准备更新来更新数据的集中版本。 发送更新的集中版本的数据以更新与发送方相关联的数据的本地版本。
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公开(公告)号:US08560528B2
公开(公告)日:2013-10-15
申请号:US12725862
申请日:2010-03-17
申请人: Ralf Herbrich , Yoram Bachrach
发明人: Ralf Herbrich , Yoram Bachrach
CPC分类号: G06F17/30525
摘要: Data structures for collaborative filtering systems are described. In an embodiment sketches which extremely concisely represent a list of items that a user has rated are created and stored for use by a collaborative filtering system to recommend items. For example, the sketches are created by using several versions of a cryptographic hash function to permute the item list and store a minimal value from each permutation in the sketch together with a user rating. In examples the sketches are used to compute estimates of similarity measures between pairs of users such as rank correlations including Spearman's Rho and Kendall's Tau. For example, the similarity measures are used by a collaborative filtering system to accurately and efficiently recommend items to users. For example the sketches are so concise that massive amounts of data can be taken into account in order to give high quality recommendations in a practical manner.
摘要翻译: 描述协作过滤系统的数据结构。 在一个实施例中,创建并存储极其简明地表示用户评级的项目列表的草图,供协作过滤系统用于推荐项目。 例如,草图是通过使用加密散列函数的多个版本来创建的,以便排列项目列表,并将草图中每个排列的最小值与用户评分一起存储。 在示例中,草图用于计算用户对之间的相似性度量的估计,例如等级相关性,包括Spearman的Rho和Kendall的Tau。 例如,协作过滤系统使用相似性度量来准确和有效地向用户推荐项目。 例如,草图非常简洁,可以考虑大量数据,以便以实用的方式提供高质量的建议。
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公开(公告)号:US20120089581A1
公开(公告)日:2012-04-12
申请号:US12899569
申请日:2010-10-07
申请人: Anoop Gupta , Thore Graepel , Ralf Herbrich
发明人: Anoop Gupta , Thore Graepel , Ralf Herbrich
摘要: A publishing engine captures capturing commercial events and other information (collectively, “commercial information”) associated with a first user and automatically notifies other users in the social network of the first user of this commercial information. The publishing engine also notifies one or more search engines of these events and information. Based on this commercial information, the search engine can augment search results of the members of the social network to include historical notifications relating to commercial transactions for similar products and/or services by others in their social network. In this manner, for example, the search engine can provide results directing the searcher to other users in their social network who have purchased such products and/or services.
摘要翻译: 发布引擎捕获与第一用户相关联的商业事件和其他信息(统称为“商业信息”),并自动通知该商业信息的第一用户的社交网络中的其他用户。 发布引擎还通知一个或多个搜索引擎的这些事件和信息。 基于这种商业信息,搜索引擎可以增加社交网络成员的搜索结果,以包括与他们的社交网络中的其他类似产品和/或服务相关的商业交易的历史通知。 以这种方式,例如,搜索引擎可以提供将搜索者指向已经购买了这样的产品和/或服务的社交网络中的其他用户的结果。
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