Dependency structure from temporal data
    1.
    发明授权
    Dependency structure from temporal data 有权
    时态数据依赖结构

    公开(公告)号:US07702482B2

    公开(公告)日:2010-04-20

    申请号:US11027188

    申请日:2004-12-30

    IPC分类号: G06F17/18

    摘要: Based on the time series data from multiple components, the systems administrator or other managing entity may desire to find the temporal dependencies between the different time series data over time. For example, based on actions indicated in time series data from two or more servers in a server network, a dependency structure may be determined which indicates a parent/child or dependent relationship between the two or more servers. In some cases, it may also be beneficial to predict the state of a child component, and/or predict the average time to a state change or event of a child component based on the parent time series data. These determinations and predications may reflect the logical connections between actions of components. The relationships and/or predictions may be expressed graphically and/or in terms of a probability distribution.

    摘要翻译: 基于来自多个组件的时间序列数据,系统管理员或其他管理实体可能希望随着时间的推移找到不同时间序列数据之间的时间依赖关系。 例如,基于来自服务器网络中的两个或多个服务器的时间序列数据中指示的动作,可以确定依赖结构,其指示两个或多个服务器之间的父/子或依赖关系。 在某些情况下,基于父时间序列数据预测子组件的状态和/或预测子组件的状态改变或事件的平均时间也可能是有益的。 这些确定和预测可能反映组件的动作之间的逻辑连接。 关系和/或预测可以以图形和/或以概率分布来表示。

    Determining relative skills of players
    2.
    发明授权
    Determining relative skills of players 有权
    确定玩家的相对技能

    公开(公告)号:US08538910B2

    公开(公告)日:2013-09-17

    申请号:US12278387

    申请日:2007-01-16

    IPC分类号: G06F15/18 G06F17/00 G06N5/04

    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。

    Bayesian scoring
    3.
    发明授权
    Bayesian scoring 有权
    贝叶斯得分

    公开(公告)号:US07376474B2

    公开(公告)日:2008-05-20

    申请号:US11276184

    申请日:2006-02-16

    IPC分类号: G06F19/00

    CPC分类号: G06Q10/06 A63B71/06 G09B7/02

    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.

    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。

    Bayesian scoring
    4.
    发明授权
    Bayesian scoring 有权
    贝叶斯得分

    公开(公告)号:US07050868B1

    公开(公告)日:2006-05-23

    申请号:US11041752

    申请日:2005-01-24

    IPC分类号: G06F19/00

    CPC分类号: G06Q10/06 A63B71/06 G09B7/02

    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.

    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。

    Stereo video for gaming
    5.
    发明授权
    Stereo video for gaming 有权
    用于游戏的立体声视频

    公开(公告)号:US08094928B2

    公开(公告)日:2012-01-10

    申请号:US11272950

    申请日:2005-11-14

    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 is 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。 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。

    Learning belief distributions for game moves
    6.
    发明授权
    Learning belief distributions for game moves 失效
    学习游戏移动的信念分布

    公开(公告)号:US07647289B2

    公开(公告)日:2010-01-12

    申请号:US11421913

    申请日:2006-06-02

    IPC分类号: G06F15/18 G06F15/00

    CPC分类号: A63F3/022 A63F3/04 G09B19/22

    摘要: We describe an apparatus for learning to predict moves in games such as chess, Go and the like, from historical game records. We obtain a probability distribution over legal moves in a given board configuration. This enables us to provide an automated game playing system, a training tool for players and a move selector/sorter for input to a game tree search system. We use a pattern extraction system to select patterns from historical game records. Our learning algorithm learns a distribution over the values of a move given a board position based on local pattern context. In another embodiment we use an Independent Bernoulli model whereby we assume each moved is played independently of other available moves.

    摘要翻译: 我们描述一种从历史游戏记录中学习来预测诸如象棋,Go等游戏中的移动的装置。 在给定的电路板配置中,我们获得了合法移动的概率分布。 这使我们能够提供一种自动游戏系统,用于玩家的训练工具和用于输入到游戏树搜索系统的移动选择器/分选器。 我们使用模式提取系统从历史游戏记录中选择模式。 我们的学习算法基于局部模式上下文学习一个给定一个董事会职位的动作值的分布。 在另一个实施例中,我们使用独立的伯努利模型,由此我们假设每个移动都是独立于其他可用移动进行的。

    Player ranking with partial information
    7.
    发明授权
    Player ranking with partial information 失效
    球员排名与部分信息

    公开(公告)号:US07840288B2

    公开(公告)日:2010-11-23

    申请号:US11276226

    申请日:2006-02-17

    IPC分类号: G06F19/00

    摘要: Scoring of each player may be based on the outcomes of a game between players who compete against each other in one or more teams of one or more players. The scoring may also consider partial play where one or more players of a game only play for a portion of the full time of the game. Additionally or alternatively, the scoring may consider partial rankings of teams where the relative ranking of one team to another may be unknown. 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 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.

    摘要翻译: 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。 评分也可以考虑游戏的一个或多个玩家仅在游戏全部时间的一部分玩的部分游戏。 另外或者替代地,评分可以考虑对一队的相对排名与另一队的相对排名可能未知的队的部分排名。 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。 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。