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
    • 1. 发明申请
    • SEEDING IN A SKILL SCORING FRAMEWORK
    • 在一个技能评分框架中
    • US20120221129A1
    • 2012-08-30
    • US13412509
    • 2012-03-05
    • Ralf HerbrichThore K.H. Graepel
    • Ralf HerbrichThore K.H. Graepel
    • G06F19/00
    • A63F11/0051
    • Skill scores represent a ranking or other indication of the skill of the player based on the outcome of the game in a gaming environment. Skills scores can be used in matching compatible players on the same team and matching opposing players or teams to obtain an evenly-matched competition. An initial skill score of a player in a new gaming environment may be based in whole or in part on the skill score of that player in another game environment. The influence that the skill scores for these other game environments may have in the skill score seeding for the new game environment may be weighted based on a defined compatibility factor with the new game environment. The compatibility factor can be determined based on a game-to-game basis, compatible categories or features, game developer defined parameters, or any combination of considerations.
    • 技能分数表示基于游戏环境中的游戏结果的玩家的技能的排名或其他指示。 技能分数可用于匹配同一队伍中的兼容玩家,并匹配对手的球员或球队获得均匀匹配的比赛。 新游戏环境中的玩家的初始技能得分可以全部或部分地基于该玩家在另一游戏环境中的技能得分。 可以基于与新的游戏环境的定义的兼容性因素来加权这些其他游戏环境的技能得分对于新游戏环境的技能得分的影响。 兼容性因素可以基于游戏到游戏的基础,兼容的类别或特征,游戏开发者定义的参数或任何考虑的组合来确定。
    • 2. 发明申请
    • Scoring System for Games
    • 游戏评分系统
    • US20080027570A1
    • 2008-01-31
    • US11532452
    • 2006-09-15
    • Thore K.H. GraepelRalf HerbrichDavid Stern
    • Thore K.H. GraepelRalf HerbrichDavid Stern
    • G06F19/00
    • A63F3/022A63F3/04G09B19/22
    • Scoring a board configuration for a territory board game is often not straightforward and yet there is a desire to determine such scores quickly and accurately. For example, in the game of GO, determining the score at the end of the game involves assessing whether stones on the board are alive or dead which is a difficult judgment. Given a board configuration, the game is played by a scoring system to obtain a terminal board configuration. This is repeated to obtain a plurality of terminal board configurations from which an assessment can be made as to how likely each board position is to be won by a particular player at the end of the game. The scoring system obtains the terminal board configurations by playing random moves or by making a biased sampling of moves. The biased sampling is made using an evaluation function or in any suitable way. In the game of GO, seki positions are quickly and easily identified. An automated game playing system uses the output of the scoring system to assess when to offer to end a game. The output of the scoring system can also be used to provide hints to players during a game.
    • 为领土板游戏评分板块配置通常并不简单,但是希望快速,准确地确定这些分数。 例如,在GO游戏中,确定游戏结束时的分数包括评估板上的石头是活着还是死亡,这是一个困难的判断。 给定一个电路板配置,该游戏由得分系统进行,以获得一个终端板配置。 这是重复的,以获得多个终端板配置,从该终端板配置可以评估在游戏结束时由特定玩家赢得每个板位置的可能性。 评分系统通过播放随机动作或通过偏移采样来获得终端板配置。 使用评估函数或以任何合适的方式进行偏置采样。 在GO的游戏中,seki的位置很容易被识别。 自动游戏系统使用评分系统的输出来评估何时提供结束游戏。 评分系统的输出也可用于在游戏过程中向玩家提供提示。
    • 4. 发明授权
    • Distributed information synchronization
    • 分布式信息同步
    • US08868525B2
    • 2014-10-21
    • US13594685
    • 2012-08-24
    • Ralf HerbrichIouri Y. PoutivskiAntoine Joseph Atallah
    • Ralf HerbrichIouri Y. PoutivskiAntoine Joseph Atallah
    • G06F7/00G06F15/177
    • G06F17/30578
    • Processing a prepared update is disclosed. A prepared update associated with a request that has been used by the sender to update a local version of a data associated with the sender is received from a sender. Based at least in part on an identifier included in the prepared update, a selected data handler is selected among a plurality of data handlers. The selected data handler is used to update a centralized version of the data at least in part by using the received prepared update. The centralized version of the data has been previously updated using a plurality of prepared updates received from a plurality of senders. The updated centralized version of the data is sent to update the local version of the data associated with the sender.
    • 公开处理准备好的更新。 从发送方接收与发送方使用的用于更新与发送者相关联的数据的本地版本的请求相关联的准备更新。 至少部分地基于所准备的更新中包括的标识符,在多个数据处理程序中选择所选择的数据处理程序。 所选择的数据处理程序用于至少部分地通过使用所接收的准备更新来更新数据的集中版本。 已经使用从多个发送者接收的多个准备更新来更新数据的集中版本。 发送更新的集中版本的数据以更新与发送方相关联的数据的本地版本。
    • 5. 发明授权
    • Data structures for collaborative filtering systems
    • 协同过滤系统的数据结构
    • US08560528B2
    • 2013-10-15
    • US12725862
    • 2010-03-17
    • Ralf HerbrichYoram Bachrach
    • Ralf HerbrichYoram Bachrach
    • G06F7/00G06F17/30
    • G06F17/30525
    • Data structures for collaborative filtering systems are described. In an embodiment sketches which extremely concisely represent a list of items that a user has rated are created and stored for use by a collaborative filtering system to recommend items. For example, the sketches are created by using several versions of a cryptographic hash function to permute the item list and store a minimal value from each permutation in the sketch together with a user rating. In examples the sketches are used to compute estimates of similarity measures between pairs of users such as rank correlations including Spearman's Rho and Kendall's Tau. For example, the similarity measures are used by a collaborative filtering system to accurately and efficiently recommend items to users. For example the sketches are so concise that massive amounts of data can be taken into account in order to give high quality recommendations in a practical manner.
    • 描述协作过滤系统的数据结构。 在一个实施例中,创建并存储极其简明地表示用户评级的项目列表的草图,供协作过滤系统用于推荐项目。 例如,草图是通过使用加密散列函数的多个版本来创建的,以便排列项目列表,并将草图中每个排列的最小值与用户评分一起存储。 在示例中,草图用于计算用户对之间的相似性度量的估计,例如等级相关性,包括Spearman的Rho和Kendall的Tau。 例如,协作过滤系统使用相似性度量来准确和有效地向用户推荐项目。 例如,草图非常简洁,可以考虑大量数据,以便以实用的方式提供高质量的建议。
    • 6. 发明申请
    • Informing Search Results Based on Commercial Transaction Publications
    • 基于商业交易出版物的搜索结果通知
    • US20120089581A1
    • 2012-04-12
    • US12899569
    • 2010-10-07
    • Anoop GuptaThore GraepelRalf Herbrich
    • Anoop GuptaThore GraepelRalf Herbrich
    • G06F17/30G06F15/16
    • G06Q10/00G06Q30/00
    • A publishing engine captures capturing commercial events and other information (collectively, “commercial information”) associated with a first user and automatically notifies other users in the social network of the first user of this commercial information. The publishing engine also notifies one or more search engines of these events and information. Based on this commercial information, the search engine can augment search results of the members of the social network to include historical notifications relating to commercial transactions for similar products and/or services by others in their social network. In this manner, for example, the search engine can provide results directing the searcher to other users in their social network who have purchased such products and/or services.
    • 发布引擎捕获与第一用户相关联的商业事件和其他信息(统称为“商业信息”),并自动通知该商业信息的第一用户的社交网络中的其他用户。 发布引擎还通知一个或多个搜索引擎的这些事件和信息。 基于这种商业信息,搜索引擎可以增加社交网络成员的搜索结果,以包括与他们的社交网络中的其他类似产品和/或服务相关的商业交易的历史通知。 以这种方式,例如,搜索引擎可以提供将搜索者指向已经购买了这样的产品和/或服务的社交网络中的其他用户的结果。
    • 9. 发明申请
    • Learning Belief Distributions for Game Moves
    • 学习游戏移动的信念分布
    • US20080004096A1
    • 2008-01-03
    • US11421913
    • 2006-06-02
    • Thore K. H. GraepelRalf HerbrichDavid Stern
    • Thore K. H. GraepelRalf HerbrichDavid Stern
    • A63F9/24
    • A63F3/022A63F3/04G09B19/22
    • We describe an apparatus for learning to predict moves in games such as chess, Go and the like, from historical game records. We obtain a probability distribution over legal moves in a given board configuration. This enables us to provide an automated game playing system, a training tool for players and a move selector/sorter for input to a game tree search system. We use a pattern extraction system to select patterns from historical game records. Our learning algorithm learns a distribution over the values of a move given a board position based on local pattern context. In another embodiment we use an Independent Bernoulli model whereby we assume each moved is played independently of other available moves.
    • 我们描述一种从历史游戏记录中学习来预测诸如象棋,Go等游戏中的移动的装置。 在给定的电路板配置中,我们获得了合法移动的概率分布。 这使我们能够提供一种自动游戏系统,用于玩家的训练工具和用于输入到游戏树搜索系统的移动选择器/分选器。 我们使用模式提取系统从历史游戏记录中选择模式。 我们的学习算法基于局部模式上下文学习一个给定一个董事会职位的动作值的分布。 在另一个实施例中,我们使用独立的伯努利模型,由此我们假设每个移动都是独立于其他可用移动进行的。
    • 10. 发明申请
    • Handicapping in a Bayesian skill scoring framework
    • 在贝叶斯技能评分框架中的障碍
    • US20070112706A1
    • 2007-05-17
    • US11607482
    • 2006-11-30
    • Ralf HerbrichThore Graepel
    • Ralf HerbrichThore Graepel
    • G06F15/18
    • G07F17/3274G07F17/32
    • A skill scoring frameworks allows for handicapping an individual game player in a gaming environment in preparation of matching the game player with other game players, whether for building teams or assigning competitors, or both. By introducing handicapping into the skill scoring framework, a highly skilled player may select one or more game characteristics (e.g., a less than optimal racing vehicle, reduced character capabilities, etc.) and therefore be assigned a handicap that allows the player to be matched with lower skilled players for competitive game play. Handicaps may apply positively or negatively a player's skill score during the matching stage. Handicaps may also be updated based on the game outcomes of the game play in which they were applied.
    • 技能评分框架允许在游戏环境中妨碍个人游戏玩家,以准备将游戏玩家与其他游戏玩家相匹配,无论是建立团队还是分配竞争对手,或两者兼有。 通过在技能评分框架中引入障碍,高技能玩家可以选择一个或多个游戏特征(例如,不太优化的赛车,减少的角色能力等),并且因此被分配允许玩家匹配的障碍 与较低技术的玩家竞争游戏。 障碍可能在比赛阶段积极或消极地运用玩家的技能得分。 还可以根据应用游戏结果的游戏结果更新障碍。