摘要:
Some embodiments of the invention provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant, a performance metric. The method compares the performance metric to a threshold value. Based on the comparison, the method optionally connects to a server. In some embodiments, the connection is for uploading a set of data from the participant to the server. The server, of some embodiments, broadcasts to the participant. The broadcast is a one-way transmission. In some embodiments, the broadcast includes a distribution based on a set of sample participants. In these embodiments, the set of sample participants comprises a representative sample of all the participants in the game. The threshold value, of some embodiments, is based on the broadcast and in some embodiments, the broadcast includes a histogram. The connecting occurs, in some embodiments, when the performance metric exceeds the threshold value. The connection, for some embodiments, includes a two-way connection. In some embodiments, the method also tracks for the participant, a participant improvement factor. The participant improvement factor is based on an average performance level for the participant. The method stores the participant improvement factor. The threshold value, in some of these embodiments, is based on the participant improvement factor. The method of some embodiments tracks for the game, a game improvement factor. The game improvement factor is based on an average performance level for several participants in the game. The method stores the game improvement factor. The threshold value, in some of these embodiments, is based on the game improvement factor. In some embodiments, the method examines the uploaded data for particular characteristics. In some embodiments, the particular characteristics indicate the likelihood of cheating activity.
摘要:
Systems and methods of virtual world interaction, operation, implementation, instantiation, creation, and other functions related to virtual worlds (note that where the term “virtual world” is used herein, it is to be understood as referring to virtual world systems, virtual environments reflecting real, simulated, fantasy, or other structures, and includes information systems that utilize interaction within a 3D environment). Various embodiments facilitate interoperation between and within virtual worlds, and may provide consistent structures for operating virtual worlds. The disclosed embodiments may further enable individuals to build new virtual worlds within a framework, and allow third party users to better interact with those worlds.
摘要:
A guest management method and system for an online multi-player virtual reality environment or social networking site. A network interface receives guest access requests from guest clients and input data from a plurality of remotely-located clients. The input data is operative to control avatars associated with the clients in a modeled virtual reality environment. A memory holds program instructions for determining whether the guest access is associated with a member client. If the guest access request is associated with the member client, then the guest client is allowed to access the virtual reality environment via a guest avatar. The guest avatar's movements in the virtual reality environment are restricted based on a location of a member avatar controlled by the associated member client. For example, the guest avatar may only be permitted to move within an area that is bounded by a perimeter about the member avatar.
摘要:
A system that incorporates teachings of the present disclosure may include, for example, a device that can receive a parental control signal that designates undesired content, determine when a restricted user is interacting with a gaming software application, and modify a presentation of the gaming software application to remove the undesired content when the restricted user is interacting with the gaming software application. Additional embodiments are disclosed.
摘要:
Some embodiments of the invention provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant, a performance metric. The method compares the performance metric to a threshold value. Based on the comparison, the method optionally connects to a server. In some embodiments, the connection is for uploading a set of data from the participant to the server. The server, of some embodiments, broadcasts to the participant. The broadcast is a one-way transmission. In some embodiments, the broadcast includes a distribution based on a set of sample participants. In these embodiments, the set of sample participants comprises a representative sample of all the participants in the game. The threshold value, of some embodiments, is based on the broadcast and in some embodiments, the broadcast includes a histogram. The connecting occurs, in some embodiments, when the performance metric exceeds the threshold value. The connection, for some embodiments, includes a two-way connection. In some embodiments, the method also tracks for the participant, a participant improvement factor. The participant improvement factor is based on an average performance level for the participant. The method stores the participant improvement factor. The threshold value, in some of these embodiments, is based on the participant improvement factor. The method of some embodiments tracks for the game, a game improvement factor. The game improvement factor is based on an average performance level for several participants in the game. The method stores the game improvement factor. The threshold value, in some of these embodiments, is based on the game improvement factor. In some embodiments, the method examines the uploaded data for particular characteristics. In some embodiments, the particular characteristics indicate the likelihood of cheating activity.
摘要:
Embodiments of the present invention address delivery of content, including advertising, in an online or networked digital environment. Undesirable content or content that needs to be removed from the digital environment may be eliminated through invocation of a ‘kill switch’ that terminates further delivery of the aforementioned content. The ‘kill switch’ may also eliminate certain instantiations of that content already delivered to end-user client devices. In order to lessen the need for termination of content following delivery to the digital environment, content developers and content providers may view content scheduled for delivery in digital environment ‘mock ups’ prior to actual delivery. Content developers and content providers, too, may control certain attributes related to content scheduled for delivery to further obviate post-delivery termination or modification.
摘要:
A game device includes: a first requirement achievement determining unit operative to determine whether or not a requirement of gameplay predefined in a game is achieved based on a progress status of the game; a second requirement achievement determining unit operative to determine whether or not a result of determination by the first requirement achievement determining unit meets a predetermined condition; a display processing unit operative to display information related to the requirement of gameplay determined by the first requirement achievement determining unit as being achieved, and information related to the predetermined condition determined by the second requirement achievement determining unit as being met, where the first requirement achievement determining unit is implemented by game software and the second requirement achievement determining unit is implemented by system software.
摘要:
Embodiments of the invention generally manage dynamically depicting interactions in a virtual world. Embodiments of the invention may receive one or more content restrictions associated with a first user of a virtual world, and may analyze the activity history of a second user in the virtual world. Embodiments of the invention may then determine what, if any, interactions should be permitted between the first user and the second user in the virtual world.
摘要:
A recommendation service is provided for recommending computer video game titles to players. The recommendation service offers suggestions for game titles to purchase or rent based on playing usage related parameters for each particular player. A profile is created based on several factors that represents the player's affinity to each factor. Communication and use of player usage data may be strictly conditioned on a player's knowledge and consent.
摘要:
A system, computer-readable storage medium storing at least one program, and a computer-implemented method for detecting fraud in a social gaming environment is disclosed herein. For example, game events generated responsive to a player playing a game executing on a client device are received. The game events may then be used to build a player profile for the player. The player profile may characterize the game actions performed by the player. The player profile is then compared with a golden profile. The golden profile may specify an expected gaming behavior. Based on the comparison between the player profile and the expected gaming behavior specified by the golden profile, a player account associated with the player may be marked as suspicious.