Determining Relative Skills of Players
    1.
    发明申请
    Determining Relative Skills of Players 有权
    确定玩家的相对技能

    公开(公告)号:US20090227313A1

    公开(公告)日:2009-09-10

    申请号:US12278387

    申请日:2007-01-16

    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。

    Team matching
    3.
    发明授权
    Team matching 失效
    团队配对

    公开(公告)号:US07846024B2

    公开(公告)日:2010-12-07

    申请号:US11561374

    申请日:2006-11-17

    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。

    STEREO VIDEO FOR GAMING
    4.
    发明申请
    STEREO VIDEO FOR GAMING 有权
    STEREO视频进行游戏

    公开(公告)号:US20120071239A1

    公开(公告)日:2012-03-22

    申请号:US13305145

    申请日:2011-11-28

    IPC分类号: A63F13/00

    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。

    Pricing in social advertising
    5.
    发明授权
    Pricing in social advertising 有权
    社交广告定价

    公开(公告)号:US09413557B2

    公开(公告)日:2016-08-09

    申请号:US12818161

    申请日:2010-06-18

    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。

    Distributed information synchronization
    6.
    发明授权
    Distributed information synchronization 有权
    分布式信息同步

    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。

    Data structures for collaborative filtering systems
    7.
    发明授权
    Data structures for collaborative filtering systems 有权
    协同过滤系统的数据结构

    公开(公告)号:US08560528B2

    公开(公告)日:2013-10-15

    申请号:US12725862

    申请日:2010-03-17

    IPC分类号: G06F7/00 G06F17/30

    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。

    Informing Search Results Based on Commercial Transaction Publications
    8.
    发明申请
    Informing Search Results Based on Commercial Transaction Publications 审中-公开
    基于商业交易出版物的搜索结果通知

    公开(公告)号:US20120089581A1

    公开(公告)日:2012-04-12

    申请号:US12899569

    申请日:2010-10-07

    IPC分类号: G06F17/30 G06F15/16

    CPC分类号: G06Q10/00 G06Q30/00

    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。

    MIXTURE MODEL FOR MOTION LINES IN A VIRTUAL REALITY ENVIRONMENT
    9.
    发明申请
    MIXTURE MODEL FOR MOTION LINES IN A VIRTUAL REALITY ENVIRONMENT 有权
    虚拟现实环境中运动线的混合模型

    公开(公告)号:US20080129874A1

    公开(公告)日:2008-06-05

    申请号:US12028012

    申请日:2008-02-08

    IPC分类号: H04N5/14

    摘要: Improved human-like realism of computer opponents in racing or motion-related games is provided by using a mixture model to determine a dynamically prescribed racing line that the AI driver is to follow for a given segment of the race track. This dynamically prescribed racing line may vary from segment to segment and lap to lap, roughly following an ideal line with some variation. As such, the AI driver does not appear to statically follow the ideal line perfectly throughout the race. Instead, within each segment of the course, the AI driver's path may smoothly follow a probabilistically-determined racing line defined relative to at least one prescribed racing line.

    摘要翻译: 通过使用混合模型来确定AI驱动程序对于赛道的给定段落要遵循的动态规定的赛车线,提供了赛车或运动相关游戏中的计算机对手的人性化现实主义。 这个动态规定的赛车线可能会有所不同,分段和分段,搭搭到搭乘,大致跟随一个理想的线条,有一些变化。 因此,AI驱动程序在整个比赛中都不会完美地跟随理想线条。 相反,在本课程的每个部分中,AI驾驶员的路径可以顺利地遵循相对于至少一个规定赛车线定义的概率确定的赛车线。

    Learning Belief Distributions for Game Moves
    10.
    发明申请
    Learning Belief Distributions for Game Moves 失效
    学习游戏移动的信念分布

    公开(公告)号:US20080004096A1

    公开(公告)日:2008-01-03

    申请号:US11421913

    申请日:2006-06-02

    IPC分类号: A63F9/24

    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。