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公开(公告)号:US20080242420A1
公开(公告)日:2008-10-02
申请号:US11693635
申请日:2007-03-29
申请人: Thore Graepel , Ralf Herbrich , David Shaw
发明人: Thore Graepel , Ralf Herbrich , David Shaw
IPC分类号: A63F13/00
CPC分类号: A63F13/798 , A63F13/12 , A63F2300/5566 , A63F2300/63
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.
摘要翻译: 在线游戏服务中的对接过程通常会导致玩家不得不等待不可接受的长时间接收匹配或立即接收到不良匹配的会话。 通过使用匹配过程,动态地适应所提出的匹配的质量之间的良好平衡(例如,在这些匹配的平衡,有趣和有趣的可能性方面)以及潜在匹配的等待时间。 指定匹配阈值。 当玩家寻找比赛时,观察到等待时间,例如,玩家在开始游戏或退出之前等待多久。 关于这种等待时间的信息用于动态地更新配对阈值。 更新是根据观察到的等待时间的信息与目标等待时间之间的关系进行的。 可以通过对不同的游戏类别使用单独的配对阈值和目标等待时间来实现进一步的控制。
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公开(公告)号:US20070192169A1
公开(公告)日:2007-08-16
申请号:US11693653
申请日:2007-03-29
申请人: Ralf Herbrich , Thore Graepel , David Shaw
发明人: Ralf Herbrich , Thore Graepel , David Shaw
CPC分类号: G06Q30/02 , G06Q30/0282
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.
摘要翻译: 信誉系统已被用于促进参与者之间的信任,包括在线活动,如在线市场。 现有的在线市场地点提供了一个声誉系统,这是一个简单的累积登记的用户评级在给定的市场成员。 然而,这种简单的系统在例如以欺诈方式给出许多正面评级的情况下是可以滥用的。 通过对参与者的声誉和参与者的声誉进行建模,提供了改进的声誉系统。 所需的信誉可以被认为是阈值,这里称为所需阈值,其可用于确定如何更新活动中参与者的信誉的指示。 信誉系统能够使用对持续给出特定类型的反馈的参与者是稳健的更新过程来学习关于参与者的所需信誉和声誉的信息。
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公开(公告)号:US08672764B2
公开(公告)日:2014-03-18
申请号:US11693635
申请日:2007-03-29
申请人: Thore Graepel , Ralf Herbrich , David Shaw
发明人: Thore Graepel , Ralf Herbrich , David Shaw
IPC分类号: A63F9/24
CPC分类号: A63F13/798 , A63F13/12 , A63F2300/5566 , A63F2300/63
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.
摘要翻译: 在线游戏服务中的对接过程通常会导致玩家不得不等待不可接受的长时间接收匹配或立即接收到不良匹配的会话。 通过使用匹配过程,动态地适应所提出的匹配的质量之间的良好平衡(例如,在这些匹配的平衡,有趣和有趣的可能性方面)以及潜在匹配的等待时间。 指定匹配阈值。 当玩家寻找比赛时,观察到等待时间,例如,玩家在开始游戏或退出之前等待多久。 关于这种等待时间的信息用于动态地更新配对阈值。 更新是根据观察到的等待时间的信息与目标等待时间之间的关系进行的。 可以通过对不同的游戏类别使用单独的配对阈值和目标等待时间来实现进一步的控制。
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公开(公告)号:US08374973B2
公开(公告)日:2013-02-12
申请号:US11693653
申请日:2007-03-29
申请人: Ralf Herbrich , Thore Graepel , David Shaw
发明人: Ralf Herbrich , Thore Graepel , David Shaw
CPC分类号: G06Q30/02 , G06Q30/0282
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.
摘要翻译: 信誉系统已被用于促进参与者之间的信任,包括在线活动,如在线市场。 现有的在线市场地点提供了一个声誉系统,这是一个简单的累积登记的用户评级在给定的市场成员。 然而,这种简单的系统在例如以欺诈方式给出许多正面评级的情况下是可以滥用的。 通过对参与者的声誉和参与者的声誉进行建模,提供了改进的声誉系统。 所需的信誉可以被认为是阈值,这里称为所需阈值,其可用于确定如何更新活动中参与者的信誉的指示。 信誉系统能够使用对持续给出特定类型的反馈的参与者是稳健的更新过程来学习关于参与者的所需信誉和声誉的信息。
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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: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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公开(公告)号:US20070112706A1
公开(公告)日:2007-05-17
申请号:US11607482
申请日:2006-11-30
申请人: Ralf Herbrich , Thore Graepel
发明人: Ralf Herbrich , Thore Graepel
IPC分类号: G06F15/18
CPC分类号: G07F17/3274 , G07F17/32
摘要: A skill scoring frameworks allows for handicapping an individual game player in a gaming environment in preparation of matching the game player with other game players, whether for building teams or assigning competitors, or both. By introducing handicapping into the skill scoring framework, a highly skilled player may select one or more game characteristics (e.g., a less than optimal racing vehicle, reduced character capabilities, etc.) and therefore be assigned a handicap that allows the player to be matched with lower skilled players for competitive game play. Handicaps may apply positively or negatively a player's skill score during the matching stage. Handicaps may also be updated based on the game outcomes of the game play in which they were applied.
摘要翻译: 技能评分框架允许在游戏环境中妨碍个人游戏玩家,以准备将游戏玩家与其他游戏玩家相匹配,无论是建立团队还是分配竞争对手,或两者兼有。 通过在技能评分框架中引入障碍,高技能玩家可以选择一个或多个游戏特征(例如,不太优化的赛车,减少的角色能力等),并且因此被分配允许玩家匹配的障碍 与较低技术的玩家竞争游戏。 障碍可能在比赛阶段积极或消极地运用玩家的技能得分。 还可以根据应用游戏结果的游戏结果更新障碍。
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公开(公告)号:US08364612B2
公开(公告)日:2013-01-29
申请号:US12559921
申请日:2009-09-15
IPC分类号: G06F15/18
CPC分类号: G06N99/005
摘要: Machine learning using relational databases is described. In an embodiment a model of a probabilistic relational database is formed by augmenting relation schemas of a relational database with probabilistic attributes. In an example, the model comprises constraints introduced by linking the probabilistic attributes using factor statements. For example, a compiler translates the model into a factor graph data structure which may be passed to an inference engine to carry out machine learning. For example, this enables machine learning to be integrated with the data and it is not necessary to pre-process or reformat large scale data sets for a particular problem domain. In an embodiment a machine learning system for estimating skills of players in an online gaming environment is provided. In another example, a machine learning system for data mining of medical data is provided. In some examples, missing attribute values are filled using machine learning results.
摘要翻译: 描述使用关系数据库的机器学习。 在一个实施例中,通过用概率属性来增加关系数据库的关系模式来形成概率关系数据库的模型。 在一个例子中,模型包括通过使用因子语句链接概率属性引入的约束。 例如,编译器将该模型转换为因子图数据结构,该结构可被传递给推理机以执行机器学习。 例如,这使得机器学习能够与数据集成,并且不需要为特定问题域预处理或重新格式化大规模数据集。 在一个实施例中,提供了一种用于估计在线游戏环境中的玩家的技能的机器学习系统。 在另一示例中,提供了用于医疗数据的数据挖掘的机器学习系统。 在一些示例中,使用机器学习结果填充缺少的属性值。
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公开(公告)号:US20110066577A1
公开(公告)日:2011-03-17
申请号:US12559921
申请日:2009-09-15
CPC分类号: G06N99/005
摘要: Machine learning using relational databases is described. In an embodiment a model of a probabilistic relational database is formed by augmenting relation schemas of a relational database with probabilistic attributes. In an example, the model comprises constraints introduced by linking the probabilistic attributes using factor statements. For example, a compiler translates the model into a factor graph data structure which may be passed to an inference engine to carry out machine learning. For example, this enables machine learning to be integrated with the data and it is not necessary to pre-process or reformat large scale data sets for a particular problem domain. In an embodiment a machine learning system for estimating skills of players in an online gaming environment is provided. In another example, a machine learning system for data mining of medical data is provided. In some examples, missing attribute values are filled using machine learning results.
摘要翻译: 描述使用关系数据库的机器学习。 在一个实施例中,通过用概率属性来增加关系数据库的关系模式来形成概率关系数据库的模型。 在一个例子中,模型包括通过使用因子语句链接概率属性引入的约束。 例如,编译器将该模型转换为因子图数据结构,该结构可被传递给推理机以执行机器学习。 例如,这使得机器学习能够与数据集成,并且不需要为特定问题域预处理或重新格式化大规模数据集。 在一个实施例中,提供了一种用于估计在线游戏环境中的玩家的技能的机器学习系统。 在另一示例中,提供了用于医疗数据的数据挖掘的机器学习系统。 在一些示例中,使用机器学习结果填充缺少的属性值。
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公开(公告)号:US20100262568A1
公开(公告)日:2010-10-14
申请号:US12421853
申请日:2009-04-10
申请人: Anton Schwaighofer , Joaquin Quinonero Candela , Thomas Borchert , Thore Graepel , Ralf Herbrich
发明人: Anton Schwaighofer , Joaquin Quinonero Candela , Thomas Borchert , Thore Graepel , Ralf Herbrich
CPC分类号: G06N99/005 , G06K9/6226
摘要: A scalable clustering system is described. In an embodiment the clustering system is operable for extremely large scale applications where millions of items having tens of millions of features are clustered. In an embodiment the clustering system uses a probabilistic cluster model which models uncertainty in the data set where the data set may be for example, advertisements which are subscribed to keywords, text documents containing text keywords, images having associated features or other items. In an embodiment the clustering system is used to generate additional features for associating with a given item. For example, additional keywords are suggested which an advertiser may like to subscribe to. The additional features that are generated have associated probability values which may be used to rank those features in some embodiments. User feedback about the generated features is received and used to revise the feature generation process in some examples.
摘要翻译: 描述了可扩展的集群系统。 在一个实施例中,聚类系统可操作用于具有数千万个特征的数百万个项目被聚集的极大规模应用。 在一个实施例中,聚类系统使用概率聚类模型,其对数据集中的不确定性进行建模,其中数据集可以是例如订阅关键字的广告,包含文本关键字的文本文档,具有相关联特征或其他项目的图像。 在一个实施例中,聚类系统用于产生用于与给定项目相关联的附加特征。 例如,建议广告客户可能希望订阅的其他关键字。 生成的附加特征具有相关联的概率值,其可用于在某些实施例中对这些特征进行排名。 在一些示例中,接收并用于用户对生成的特征的反馈以修改特征生成过程。
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