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    • 3. 发明申请
    • LOAD BALANCING FOR GAME
    • 游戏负载平衡
    • US20130253675A1
    • 2013-09-26
    • US13426868
    • 2012-03-22
    • Shuichi KURABAYASHINaofumi YOSHIDAKosuke TAKANO
    • Shuichi KURABAYASHINaofumi YOSHIDAKosuke TAKANO
    • G06F19/00
    • A63F13/358A63F13/12A63F13/33A63F13/35A63F2300/534A63F2300/535
    • Technologies are generally described for load balancing for a game in a cloud computing environment hosting a game service. In some examples, a method may include analyzing a status of a player character located in a virtual space, the virtual space being configured to have a plurality of areas and the player character being located in a first area among the plurality of areas, calculating a probability of movement of the player character from the first area to a second area among the plurality of areas based at least in part on the analyzed status, and calculating an amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area based at least in part on the calculated probability.
    • 技术通常被描述为负责平衡游戏在承载游戏服务的云计算环境中。 在一些示例中,方法可以包括分析位于虚拟空间中的玩家角色的状态,虚拟空间被配置为具有多个区域,并且玩家角色位于多个区域中的第一区域中,计算一个 至少部分地基于所分析的状态,将所述玩家角色从所述第一区域移动到所述多个区域中的第二区域的概率,以及计算从对应于所述第二区域的第二高速缓存服务器复制的高速缓存数据量到 至少部分地基于所计算的概率,对应于所述第一区域的第一缓存服务器。
    • 4. 发明申请
    • DETECTING GAME PLAY-STYLE CONVERGENCE AND CHANGING GAMES
    • 检测游戏玩家风格和变化游戏
    • US20130344940A1
    • 2013-12-26
    • US13533774
    • 2012-06-26
    • Shuichi KURABAYASHINaofumi YOSHIDAKosuke TAKANO
    • Shuichi KURABAYASHINaofumi YOSHIDAKosuke TAKANO
    • A63F9/24G06F19/00
    • A63F13/47A63F13/35A63F13/822A63F2300/535
    • Gaming technologies for detecting convergence in game play and then changing a game to overcome or inhibit convergence are generally described. In one example, a representative gaming method can include: providing a game simultaneously to a plurality of computing devices; identifying a game scenario type that includes game tests provided to the computing devices; obtaining game actions from the computing devices in response to the game tests; determining a convergence of the game actions across the computing devices that pass the game tests; and changing the game tests of the game scenario type such that the game actions of the convergence fail the changed game tests. The game can be a MMORPG, the game scenario can be a battle; the game tests can be opponents; the game actions can be battle actions; and convergence can be repeated game action patterns that defeat opponents in the battles.
    • 通常描述用于检测游戏中的收敛,然后改变游戏来克服或抑制会聚的游戏技术。 在一个示例中,代表性的游戏方法可以包括:向多个计算设备同时提供游戏; 识别包括提供给所述计算设备的游戏测试的游戏场景类型; 响应于游戏测试从计算设备获取游戏动作; 确定通过游戏测试的计算设备之间的游戏动作的收敛; 并且改变游戏场景类型的游戏测试,使得收敛的游戏动作不能改变游戏测试。 游戏可以是MMORPG,游戏场景可以是一场战斗; 游戏测试可以是对手; 游戏动作可以是战斗动作; 并且可以重复在战斗中打败对手的游戏动作模式。