摘要:
Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories.
摘要:
Reputation systems have been used to promote trust between participants in activities including online activities such as online market places. Existing online market places provide a reputation system which is a simple cumulative registry of user ratings on a given market place member. However, this simple system is open to abuse in situations where, for example, many positive ratings are given in a fraudulent manner. By modeling both reputation of participants and required reputation of participants an improved reputation system is provided. The required reputation may be thought of as a threshold, referred to herein as a required threshold, which may be used in determining how to update an indication of the reputation of a participant in the activity. The reputation system is able to learn information about required reputation and reputation of participants using an update process which is robust to participants who consistently give feedback of a particular type.
摘要:
Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories.
摘要:
Reputation systems have been used to promote trust between participants in activities including online activities such as online market places. Existing online market places provide a reputation system which is a simple cumulative registry of user ratings on a given market place member. However, this simple system is open to abuse in situations where, for example, many positive ratings are given in a fraudulent manner. By modeling both reputation of participants and required reputation of participants an improved reputation system is provided. The required reputation may be thought of as a threshold, referred to herein as a required threshold, which may be used in determining how to update an indication of the reputation of a participant in the activity. The reputation system is able to learn information about required reputation and reputation of participants using an update process which is robust to participants who consistently give feedback of a particular type.
摘要:
The present invention is directed to a method for determining vehicular speeds over various travel routes that includes the steps: (a) for a plurality of mobile communication devices, determining a respective first geographic location at a first time and a second geographic location at a second later time; (b) determining a respective velocity for each cellular communication device over the distance between the first and second geographic locations; and (c) based on the respective velocities, providing to a driver at least one of (I) a velocity over a selected travel route, (ii) a traffic volume over the selected travel route, and (iii) an estimated time of travel over the selected travel route.
摘要:
In particular, systems and methods are provided for delivering a discount using a virtual currency. Inventive systems and methods offer a high perceived savings value to an end-user while maintaining the perception of product value. Further, systems and methods for providing a discount are described which impose little or no cost on the service or product provider. An embodiment of an inventive method includes presenting a display of a price paid by a consumer without access to the virtual currency along with a display of an amount payable by the end-user in actual currency in combination with an amount payable in virtual currency by an end-user of an inventive system. The end-user perceives a benefit to using the virtual currency since the price paid in actual currency is less than the displayed price to be paid by a consumer without access to the virtual currency.
摘要:
In particular, systems and methods are provided for delivering a discount using a virtual currency. Inventive systems and methods offer a high perceived savings value to an end-user while maintaining the perception of product value. Further, systems and methods for providing a discount are described which impose little or no cost on the service or product provider. An embodiment of an inventive method includes presenting a display of a price paid by a consumer without access to the virtual currency along with a display of an amount payable by the end-user in actual currency in combination with an amount payable in virtual currency by an end-user of an inventive system. The end-user perceives a benefit to using the virtual currency since the price paid in actual currency is less than the displayed price to be paid by a consumer without access to the virtual currency.
摘要:
Various systems and methods for automated media filtering are disclosed. For example, some methods include receiving an indication of a situational difference via an automatic sensor, and based at least in part on the situational difference, a program played on a media player is modified. In some cases, the methods further include accessing a filter that compares the change in situational difference with a predefined access control rule set. As just some of many examples, the situational difference may include a change in persons within proximity of the media player and/or a change in programming selection in relation to the media player.
摘要:
In particular, systems and methods are provided for delivering a discount using a virtual currency. Inventive systems and methods offer a high perceived savings value to an end-user while maintaining the perception of product value. Further, systems and methods for providing a discount are described which impose little or no cost on the service or product provider. An embodiment of an inventive method includes presenting a display of a price paid by a consumer without access to the virtual currency along with a display of an amount payable by the end-user in actual currency in combination with an amount payable in virtual currency by an end-user of an inventive system. The end-user perceives a benefit to using the virtual currency since the price paid in actual currency is less than the displayed price to be paid by a consumer without access to the virtual currency.
摘要:
A generalized approach to particle interaction can confer advantages over previously described method in terms of one or more of communications bandwidth and latency and memory access characteristics. These generalizations can involve one or more of at least spatial decomposition, import region rounding, and multiple zone communication scheduling. An architecture for computation of particle interactions makes use various forms of parallelism. In one implementation, the parallelism involves using multiple computation nodes arranged according to a geometric partitioning of a simulation volume.