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    • 61. 发明申请
    • HYBRID GAMING PLATFORM
    • 混合游戏平台
    • US20150141156A1
    • 2015-05-21
    • US14546920
    • 2014-11-18
    • Gaming Support B.V.
    • Lucien Maurice van Linden
    • A63F13/77
    • A63F13/77A63F13/24A63F13/90G07F17/3202
    • This disclosure provides a hybrid gaming platform for use with a controller and a plurality of game machine components. The hybrid gaming platform comprises a first system board and a second system board in communication with the first system board. The first system board is configured to receive a request through the at least one communication interface, detect a nonvolatile memory unit in the removable media reader interface, and transmit a game machine program and a verification code through the at least one communication interface. The second system board is configured to receive game signals as a function of the game machine program through that at least one communication interface and send one signal to at least one game component through at least one of the plurality of wired connections.
    • 本公开提供了一种用于与控制器和多个游戏机部件一起使用的混合游戏平台。 混合游戏平台包括与第一系统板通信的第一系统板和第二系统板。 第一系统板被配置为通过至少一个通信接口接收请求,检测可移动媒体读取器接口中的非易失性存储器单元,以及通过至少一个通信接口传送游戏机程序和验证码。 第二系统板被配置为通过至少一个通信接口接收作为游戏机程序的功能的游戏信号,并且通过多个有线连接中的至少一个向至少一个游戏组件发送一个信号。
    • 62. 发明申请
    • METHOD AND SYSTEM FOR GATHERING TIME-VARYING METRICS
    • 用于收集时变量度的方法和系统
    • US20150119149A1
    • 2015-04-30
    • US14066904
    • 2013-10-30
    • Nvidia Corporation
    • John SPITZERYuri URALSKY
    • A63F13/77A63F13/85
    • A63F13/77A63F13/85
    • Embodiments of the present invention provide a novel solution which can be used to detect and analyze instances of micro stutter within a given game, GPU and/or driver version. Embodiments of the present invention may be operable to divide an application session into a set of sub-sessions and perform multiple derivative calculations on time-varying application parameters (e.g., frame rates) measured during each sub-session. Embodiments of the present invention may also be operable to generate separate histograms for each derivative calculation performed. As such, based on calculations performed, embodiments of the present invention may synchronously increment histogram bins representing a corresponding range of performance in real-time. Upon the completion of the application session, sub-session histograms may be compressed and then saved into a log which can be fetched and uploaded to a host computer system for aggregation and storage into a database for server-side optimization analysis.
    • 本发明的实施例提供了一种新颖的解决方案,其可以用于检测和分析给定游戏,GPU和/或驱动程序版本内的微态的实例。 本发明的实施例可以用于将应用会话划分成一组子会话,并对在每个子会话期间测量的时变应用参数(例如,帧速率)执行多项导数计算。 本发明的实施例还可以用于为执行的每个导数计算生成单独的直方图。 因此,基于所执行的计算,本发明的实施例可以同步地实时地增加表示相应的性能范围的直方图区块。 在完成应用程序会话后,子会话直方图可以被压缩,然后被保存到日志中,该日志可以被提取并上传到主计算机系统用于聚合和存储到用于服务器端优化分析的数据库中。
    • 63. 发明申请
    • SYSTEMS AND METHODS OF DISTRIBUTING GAME NETWORK FEATURES
    • 分配游戏网络功能的系统和方法
    • US20150099588A1
    • 2015-04-09
    • US14049958
    • 2013-10-09
    • Zynga Inc.
    • Samuel Lavery
    • A63F13/30
    • A63F13/332A63F13/60A63F13/77A63F13/79
    • A device, machine-readable storage medium storing at least one program, and a computer-implemented method of distributing game network features is provided. A game request to access one or more features associated with a game networking system are received by a mobile game application operating on a client device and associated with a mobile game developed by a game developer. The one or more features are integrated into the mobile game application using a software development kit (SDK) provided from the game networking system to the game developer. Information relating to the one or more features are accessed by the mobile game application in response to the game request, where the information is accessed from the game networking system using at least a portion of the SDK. The mobile game application provides the one or more features with the information using the at least a portion of the SDK.
    • 提供了存储至少一个程序的设备,机器可读存储介质以及分发游戏网络特征的计算机实现的方法。 访问与游戏网络系统相关联的一个或多个特征的游戏请求由在客户端设备上操作并与由游戏开发者开发的移动游戏相关联的移动游戏应用程序接收。 使用从游戏网络系统向游戏开发者提供的软件开发工具包(SDK)将一个或多个特征集成到移动游戏应用中。 响应于游戏请求,移动游戏应用程序访问与一个或多个特征相关的信息,其中使用SDK的至少一部分从游戏网络系统访问该信息。 移动游戏应用程序使用SDK的至少一部分向信息提供一个或多个特征。
    • 64. 发明申请
    • NATIVE GAMEPLAY EXPERIENCE ACROSS PLATFORMS
    • 本地游戏体验平台
    • US20150099587A1
    • 2015-04-09
    • US14048424
    • 2013-10-08
    • Google Inc.
    • Jennifer Anne Lees
    • A63F13/30
    • A63F13/77A63F13/33A63F2300/209
    • An operating system (OS) platform-level gaming module that is integrated as part of an OS platform for a first wired and/or wireless communication device is operable to detect when a user installs a game written for the first wired and/or wireless communication device. The OS platform-level gaming module is operable to publish the game to a cloud when the installation of the game is detected and install the published game to at least a second wired and/or wireless communication device that is associated with said user. The OS platform-level gaming module may be operable to copy corresponding configurations and settings for the game installed on the first wired and/or wireless communication device to the cloud.
    • 作为第一有线和/或无线通信设备的OS平台的一部分集成的操作系统(OS)平台级游戏模块可操作以检测用户何时安装为第一有线和/或无线通信而编写的游戏 设备。 操作系统平台级游戏模块可操作以在检测到游戏的安装时将游戏发布到云,并将发布的游戏安装到与所述用户相关联的至少第二有线和/或无线通信设备。 OS平台级游戏模块可操作以将安装在第一有线和/或无线通信设备上的游戏的相应配置和设置复制到云。
    • 65. 发明授权
    • Client-server gaming
    • 客户端 - 服务器游戏
    • US08996944B2
    • 2015-03-31
    • US13339129
    • 2011-12-28
    • Eugene IvanovIvan M. OgorodovAlexander Zelenshikov
    • Eugene IvanovIvan M. OgorodovAlexander Zelenshikov
    • G06F11/00A63F13/30A63F13/20
    • A63F13/35A63F13/358A63F13/57A63F13/73A63F13/77A63F2300/407A63F2300/50A63F2300/64H04L69/40
    • In a client-server game system, or in accordance with a computer-readable program stored on a non-transitory computer-readable medium, a client participates in a game with other clients by performing an in-game simulation. Based on results of the in-game simulation, the client sends error-checking data to a server. The server analyzes the error-checking data to determine whether a simulation error has been caused by at least one of the clients. Upon determining that the simulation error has been caused, the server causes a reference simulation to be performed. Based on the results of the reference simulation, the server identifies the client(s) that caused the simulation error. The server then sends a patch to the client(s) that caused the simulation error. The client applies the patch to correct and reset the in-game simulation.
    • 在客户服务器游戏系统中,或者根据存储在非暂时性计算机可读介质上的计算机可读程序,通过执行游戏内模拟,客户端与其他客户端参与游戏。 根据游戏中的模拟结果,客户端向服务器发送错误检查数据。 服务器分析错误检查数据以确定至少一个客户端是否引起了模拟错误。 在确定已经引起模拟错误之后,服务器导致执行参考模拟。 基于参考模拟的结果,服务器识别导致模拟错误的客户端。 然后,服务器将一个补丁发送给导致模拟错误的客户端。 客户端应用补丁来更正和重置游戏中的模拟。
    • 66. 发明授权
    • Portable virtual characters
    • 便携式虚拟人物
    • US08982133B2
    • 2015-03-17
    • US13362929
    • 2012-01-31
    • William Valentine Zajac, III
    • William Valentine Zajac, III
    • G06T13/00A63F13/40A63F13/30
    • A63F13/34A63F13/10A63F13/12A63F13/21A63F13/211A63F13/49A63F13/77A63F13/825A63F13/92A63F2300/204A63F2300/552A63F2300/554G06F3/1446G06T13/80
    • Described herein are methods, systems, apparatuses and products for portable virtual characters. One aspect provides a method including: providing a virtual character on a first device, the virtual character having a plurality of attributes allowing for a plurality of versions of the virtual character; providing a device table listing at least one device having at least one attribute; transferring to a second device information to permit an instantiation of the virtual character on the second device, the instantiation of the virtual character on the second device including at least one attribute matching at least one attribute of the second device as determined from the device table; and receiving virtual character information from the second device related to the at least one attribute of the second device to permit updating of the virtual character on the first device. Other embodiments are disclosed.
    • 这里描述了用于便携式虚拟人物的方法,系统,装置和产品。 一方面提供了一种方法,包括:在第一设备上提供虚拟角色,所述虚拟角色具有允许虚拟角色的多个版本的多个属性; 提供列出至少一个具有至少一个属性的设备的设备表; 转移到第二设备信息以允许第二设备上的虚拟角色的实例化,第二设备上的虚拟角色的实例包括从设备表确定的至少一个与第二设备的至少一个属性相匹配的属性; 以及从所述第二设备接收与所述第二设备的所述至少一个属性相关的虚拟字符信息,以允许更新所述第一设备上的所述虚拟角色。 公开了其他实施例。
    • 67. 发明申请
    • MULTI-PLATFORM GAMING SYSTEMS AND METHODS
    • 多平台游戏系统和方法
    • US20150050971A1
    • 2015-02-19
    • US14310522
    • 2014-06-20
    • MQ GAMING, LLC
    • Rick A. BriggsDenise Chapman Weston
    • A63F13/23
    • A63F13/213A63F9/183A63F9/24A63F13/00A63F13/08A63F13/12A63F13/23A63F13/235A63F13/25A63F13/655A63F13/77A63F13/79A63F13/95A63F2009/2401A63F2009/245A63F2009/2489A63F2011/0097G07F17/32G07F17/3223G07F17/3239
    • A multi-media interactive play system has a number of play elements situated in a variety of play environments or play media. The play elements are linked to a common record of participant performance, progress, character attributes, etc. The participant's performance in the play elements determines the play elements to which the participant may proceed as well as the play parameters of the play element in which the participant is currently involved. The play elements are thus interlinked to define a sequence or path network along which the participant advances. By advancing through the play elements the participant carries out a plot, story, theme, etc. that attaches a significance to the successful completion of a given play element or elements. Also disclosed in a variety of play elements suitable for use in the system, an example of a plot or theme that may be carried out by the system, and a send/receive radio frequency network that may be used to track play participants in a play center.
    • 多媒体交互式播放系统具有位于各种播放环境或播放媒体中的多个播放元素。 播放元素与参与者的表演,进度,角色属性等的共同记录相关联。参与者在播放元素中的表现决定了参与者可以进行的播放元素以及播放元素的播放参数,其中播放元素 参与者目前正在参与。 播放元素因此被互连以定义参与者沿着该序列或路径网络前进。 通过游戏元素的推进,参与者进行一个情节,故事,主题等,对于给定的游戏元素的成功完成具有重要意义。 还适用于系统中使用的各种播放元件,可由系统执行的剧情或主题的示例以及可用于跟踪播放中的播放参与者的发送/接收射频网络 中央。
    • 69. 发明申请
    • METHODS AND APPARATUS FOR DISTRIBUTED GAMING OVER A MOBILE DEVICE
    • US20150011310A1
    • 2015-01-08
    • US14491801
    • 2014-09-19
    • Winview, Inc.
    • David B. LocktonMark K. BernerMark J. Micheli
    • A63F13/75A63F13/352
    • A63F13/75A63F13/12A63F13/332A63F13/35A63F13/352A63F13/77A63F13/79A63F2300/535A63F2300/552A63F2300/558A63F2300/5586
    • 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.