Parametric player modeling for computer-implemented games

    公开(公告)号:US11957982B2

    公开(公告)日:2024-04-16

    申请号:US17985637

    申请日:2022-11-11

    Applicant: Zynga Inc.

    Abstract: A game management system generates a multidimensional parametric player model representative of player behavior by one or more players in a computer game. The parametric player model populated is used in the identification of groups or clusters of players, and/or in at least partly automated configuration of custom game content for behavior consistent with the parametric player model. A single parametric player model is defines a single set of parametric values corresponding to multiple predefined gameplay parameters, and can be used to model the behavior of a single respective player or to model the behavior of multiple players (e.g., based on cumulative historical gameplay data for the relevant players), providing a representative player model for those players. The player model is ingested by a content generator configured to generate game content customized to the behavior represented by the player model.

    Dynamic item obtain rate based on player progression, action, and other in-game behavior
    7.
    发明授权
    Dynamic item obtain rate based on player progression, action, and other in-game behavior 有权
    基于玩家进度,动作和其他游戏行为的动态项目获取率

    公开(公告)号:US09573051B1

    公开(公告)日:2017-02-21

    申请号:US13863257

    申请日:2013-04-15

    Applicant: KABAM, INC.

    Abstract: One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.

    Abstract translation: 本公开的一个方面涉及改变在游戏空间中实现游戏目标的概率。 游戏目标可以与一组潜在的奖励项目相关联,该潜在奖励项目集合包括第一项目。 可以基于用户对游戏空间的使用率来确定从提供给个人用户的一组潜在奖励项目中的第一项目作为完成游戏目标的奖励的概率。 可以基于第一用户的游戏空间的使用率来确定第一用户被提供有第一项目作为完成游戏目标的奖励的概率。

    Information processing device and program for increasing item power with increased purchasing
    8.
    发明授权
    Information processing device and program for increasing item power with increased purchasing 有权
    信息处理装置和增加采购量的增加项目能力的方案

    公开(公告)号:US09550126B2

    公开(公告)日:2017-01-24

    申请号:US14712332

    申请日:2015-05-14

    Applicant: DeNA Co., Ltd.

    Abstract: An information processing device that is connected via a network to a terminal device operated by a player, and provides a game space to the terminal device, has a memory component for storing item information related to items that the player can purchase with virtual currency and that allow the player to gain an advantage in a game, and player information related to the items possessed by the player and to the status of the player in the game; an item provision component that receives item purchase requests from the terminal device and updates the item information and player information; and a game processor that receives player input to the terminal device and executes processing to move the game forward on the basis of the item information and the player information, and the power of an item is changed according to the number of players who have purchased that item.

    Abstract translation: 经由网络连接到由玩家操作的终端设备并向终端设备提供游戏空间的信息处理设备具有用于存储与玩家可以用虚拟货币购买的项目相关的项目信息的存储器组件,并且 允许玩家在游戏中获得优势,以及与玩家拥有的物品相关的玩家信息以及游戏中玩家的状态; 项目提供组件,其从终端设备接收项目购买请求并更新项目信息和播放器信息; 以及游戏处理器,其接收到终端设备的播放器输入并且执行基于项目信息和播放器信息来向前移动游戏的处理,并且项目的功率根据购买该游戏者的玩家的数量而改变 项目。

    Save Game Load Time Reduction for Cloud Gaming
    10.
    发明申请
    Save Game Load Time Reduction for Cloud Gaming 审中-公开
    节省游戏加载时间减少云游戏

    公开(公告)号:US20160023109A1

    公开(公告)日:2016-01-28

    申请号:US14805419

    申请日:2015-07-21

    Abstract: A cloud gaming system is disclosed. One example includes a game console that is configured to execute video games. The game console provides an interface for a remote client device to interface with the game console and request that games be played. The game console being located in a first data center. The system further includes a storage server connected to the game console over a network connection in the first data center. A save data server is also provided and is located in a second data center. A data selection logic of the game console is provided. The data selection logic is configured to retrieve save data from the save data server and cache the save data to a save data disk of the game console. The data selection logic is configured to automatically retrieve the save data upon detecting a session initiation for a user account associated with the remote client device. The data selection logic is configured to retrieve the save data that has a likelihood of being used during the session. In one example, the likelihood of being used is determined based on historical game play as associated with the user account.

    Abstract translation: 公开了一种云游戏系统。 一个例子包括被配置为执行视频游戏的游戏控制台。 游戏机提供了一个用于远程客户端设备与游戏控制台接口并请求播放游戏的界面。 游戏机位于第一个数据中心。 该系统还包括通过第一数据中心中的网络连接连接到游戏控制台的存储服务器。 还提供保存数据服务器,并位于第二个数据中心。 提供游戏控制台的数据选择逻辑。 数据选择逻辑被配置为从保存数据服务器检索保存数据,并将保存数据缓存到游戏控制台的保存数据盘。 数据选择逻辑被配置为在检测到与远程客户端设备相关联的用户帐户的会话发起时自动检索保存数据。 数据选择逻辑被配置为检索在会话期间具有被使用的可能性的保存数据。 在一个示例中,使用的可能性是基于与用户帐户相关联的历史游戏来确定的。

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