会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 22. 发明申请
    • REAL TIME CONTEXT LEARNING BY SOFTWARE AGENTS
    • 软件代理的实时语境学习
    • US20070260567A1
    • 2007-11-08
    • US10885495
    • 2004-07-06
    • John FungeRon MusickDaniel DobsonNigel DuffyMichael McNallyXiaoyuan TuIan WrightWei YenBrian Cabral
    • John FungeRon MusickDaniel DobsonNigel DuffyMichael McNallyXiaoyuan TuIan WrightWei YenBrian Cabral
    • G06F17/00
    • A63F13/67A63F13/10A63F2300/60A63F2300/6027G06N99/005
    • Providing dynamic learning for software agents in a simulation. Software agents with learners are capable of learning from examples. When a non-player character queries the learner, it can provide a next action similar to the player character. The game designer provides program code, from which compile-time steps determine a set of raw features. The code might identify a function (like computing distances). At compile-time steps, determining these raw features in response to a scripting language, so the designer can specify which code should be referenced. A set of derived features, responsive to the raw features, might be relatively simple, more complex, or determined in response to a learner. The set of such raw and derived features form a context for a learner. Learners might be responsive to (more basic) learners, to results of state machines, to calculated derived features, or to raw features. The learner includes a machine learning technique.
    • 在模拟中为软件代理提供动态学习。 具有学习者的软件代理能够从示例中学习。 当非玩家角色查询学习者时,它可以提供类似于玩家角色的下一个动作。 游戏设计师提供程序代码,编译时步骤确定一组原始特征。 代码可能会识别一个函数(如计算距离)。 在编译时步骤中,根据脚本语言确定这些原始特征,因此设计人员可以指定哪些代码应该被引用。 响应于原始特征的一组派生特征可能相对简单,更复杂或响应于学习者而确定。 这些原始和派生特征的集合形成了学习者的上下文。 学习者可以对(更基础的)学习者,状态机的结果,计算的导出特征或者原始特征进行响应。 学习者包括机器学习技术。
    • 28. 发明授权
    • Information retrieval system using an internet multiplexer to focus user selection
    • 信息检索系统使用互联网复用器来集中用户选择
    • US06668278B1
    • 2003-12-23
    • US09401117
    • 1999-09-21
    • Wei YenSteven Weinstein
    • Wei YenSteven Weinstein
    • G06F1516
    • G06F17/30867Y10S707/99935
    • The invention provides a method and system for receiving incoming information from multiple information sources, both interactive and passive, and for engagingly presenting that information to a recipient on a presentation interface. The system includes a “background” element, which interacts with interactive information sources and receives from passive information sources, and determines whether information from those sources is likely to be interesting to the recipient, possibly using one information so source to determine priority for another. The system also includes a “foreground” element, which presents information to the recipient when active, but not when inactive. The background is operative even when the foreground element is inactive, and when the background detects new information of interest to the recipient (for example, exceeding a selected threshold of interest or satisfying a selected criterion for interest), it causes the foreground to become active and engage the recipient to select and view that new information. The threshold or criterion may be adaptively responsive to recipient preferences, whether explicitly expressed or implied, but may also be relatively fixed, such as a scheduled time of day.
    • 本发明提供了一种用于从多个信息源(交互式和被动)接收传入信息并用于在呈现界面上将接收到的信息呈现给接收者的方法和系统。 该系统包括一个“背景”元素,它与交互信息源进行交互并从被动信息源接收,并且确定来自这些源的信息是否可能对接收者感兴趣,可能使用一个信息,以便源确定另一信息的优先级。 该系统还包括一个“前台”元素,当活动时向收件人显示信息,而不是处于非活动状态。 即使前景元素处于非活动状态,并且当背景检测到接收者感兴趣的新信息(例如,超过感兴趣的选定阈值或满足所选择的感兴趣标准)时,背景也是可操作的,这使得前景变得活跃 并让收件人选择并查看新信息。 阈值或标准可以自适应地响应于收件人偏好,无论是明确表示还是暗示,但也可以是相对固定的,例如一天的预定时间。
    • 29. 发明授权
    • System and method for maintaining continuous and progressive game play
in a computer network
    • 用于在计算机网络中维持连续和渐进式游戏的系统和方法
    • US5890963A
    • 1999-04-06
    • US727819
    • 1996-09-30
    • Wei Yen
    • Wei Yen
    • G07F17/32A63F9/24
    • G07F17/32
    • A system for maintaining continuous and progressive game play in a computer network. The system includes at least one server and at least one game-playing client, in communication with each other through a computer network. Each server includes a memory storing game data which includes initial game data specifying an initial game state and which includes accumulated game data specifying updates to the initial game state. Either the server or the client includes memory storing knowledge base rules and storing an executable computer game program for applying the knowledge base rules to the game data. The executable computer game program generates responses to the client and updates the accumulated game data. The system optionally comprises a second game-playing client and a second server including memory which stores game data connected to the network. The game data in the second server may be derived from and identical to the game data in the first server, thereby establishing a second instance of the first server game state.
    • 用于在计算机网络中维持连续和渐进式游戏的系统。 该系统包括通过计算机网络彼此通信的至少一个服务器和至少一个游戏客户端。 每个服务器包括存储游戏数据的存储器,其包括指定初始游戏状态的初始游戏数据,并且包括指定对初始游戏状态的更新的累积游戏数据。 服务器或客户端都包括存储知识库规则的存储器,并存储用于将知识库规则应用于游戏数据的可执行计算机游戏程序。 可执行计算机游戏程序产生对客户端的响应并更新累积的游戏数据。 该系统可选地包括第二游戏客户端和包括存储连接到网络的游戏数据的存储器的第二服务器。 第二服务器中的游戏数据可以从第一服务器中的游戏数据导出并相同,从而建立第一服务器游戏状态的第二实例。