Automatic generation of suggested mini-games for cloud-gaming based on recorded gameplay.
Abstract
A method for generating a playable limited version of a video game is provided. A user's gameplay of a full version of the video game is recorded. The user's recorded gameplay is analyzed to determine a region of interest. Boundaries are defined within a gameplay context of the video game based on the determined region of interest. The limited version of the video game is generated based on the defined boundaries.

Term
7.3 yearsleft in the term
Expires 7 January 2034.
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25 claims: 6 independent, 19 dependent
- 1NOVEDAD DE LA INVENCIÓN REIVINDICACIONES 5 1. Un método para generar un video de una versión limitada de un juego de video, que comprende:grabar, mediante un sistema de juego en la nube que incluye por lo menos una computadora servidor, una mecánica de juego de usuario de una versión completa del juego de video;analizar, mediante el sistema de juego en la nube, la mecánica de juego grabada del 10 usuario para determinar una región de interés, en donde la región de interés se identifica automáticamente con base en una correspondencia a uno o más umbrales, por lo menos uno de dichos umbrales está asociado con: una o más entradas de usuario, una velocidad de entrada de usuario, una frecuencia de entrada de usuario, repeticiones de una entrada de usuario, un patrón de 15 entrada, compartir el contexto de mecánica de juego grabada con otros usuarios, publicación de comentarios asociados con la mecánica de juego grabada en una red social, o una popularidad de porciones del juego de video con base en los niveles de compartición de red social;definir, mediante el sistema de juego en la nube, límites dentro de un contexto de mecánica de 20 juego grabada del juego de vídeo con base en la región determinada de interés;y generar, mediante el sistema de juego en la nube, el video de una versión limitada del juego de video con base en los límites definidos, el video de una versión limitada del juego de video está configurado para ser 133 progresado por usuarios.
- 2El método de conformidad con la reivindicación 1, caracterizado además porque grabar la mecánica de juego del usuario incluye grabar uno o más de los datos de entrada del usuario o los datos de estado 5 del juego.
- 3El método de conformidad con la reivindicación 2, caracterizado además porque analizar la mecánica de juego grabada del usuario incluye determinar los niveles de actividad de los datos de entrada de usuario o datos de estado de juego, la región de interés siendo una región que 10 tiene niveles de actividad que exceden un umbral predefinido.
- 4El método de conformidad con la reivindicación 1, caracterizado además porque definir los límites dentro de un contexto de mecánica de juego grabada del juego de video incluye definir un límite espacial dentro de un espacio virtual del juego de video. 15 5. El método de conformidad con la reivindicación 4, caracterizado además porque el límite espacial dentro del espacio virtual del juego de video define una porción del espacio virtual menor que una totalidad del espacio virtual, la porción del espacio virtual teniendo un subconjunto de características del espacio virtual. 20 6. El método de conformidad con la reivindicación 1, caracterizado además porque definir los límites dentro de un contexto de mecánica de juego grabada del juego de video incluye definir un límite temporal dentro de un contexto temporal del juego de video. 134 INSTITUTO Mr.y iC a ;· DELA PROPINAD \' INDUSTRIAL 7. El método de conformidad con ia rewirelioaotófl—=E—caracterizado además porque definir los límites incluye identificar un punto de inicio más cercano o un punto final más cercano de uno o más de una etapa, nivel o escena. 8. El método de conformidad con la reivindicación 1, caracterizado además porque analizar la mecánica de juego grabada del usuario incluye determinar la configuración de estado de juego de usuario con base en la mecánica de juego grabada de usuario; y en donde generar el video de una versión limitada del juego de video incluye definir el video de una versión limitada del juego de video para tener configuraciones de estado de juego inicial con base en las configuraciones de estado de juego de usuario determinadas. 9. Un método para generar un video de una versión limitada de un juego de video, que comprende:grabar, mediante un sistema de juego en la nube que incluye por lo menos una computadora servidor, una mecánica de juego de usuario de una versión completa del juego de video;analizar, mediante el sistema de juego en la nube, la mecánica de juego grabada del usuario para determinar una o mas regiones de interés, en donde la región de interés se identifica automáticamente con base en una correspondencia a uno o más umbrales, por lo menos uno de dichos umbrales está asociado con: una o más entradas de usuario, una velocidad de entrada de usuario, una frecuencia de entrada de usuario, repeticiones de una entrada de usuario, un patrón de entrada, compartir el contexto de mecánica de juego grabada con 135 otros usuarios, publicación de comentarios asociados con la mecánica de juego grabada en una red social, o una popularidad de porciones del juego de video con base en los niveles de compartición de red social;presentar cada una de las regiones de interés para selección;recibir una entrada de selección
- 55 indicando una región seleccionada de interés;para la región seleccionada de interés, definir, mediante el sistema de juego en la nube, límites dentro de un contexto de mecánica de juego grabada del juego de video con base en la región seleccionada de interés;y generar, mediante el sistema de juego en la nube, el video de una versión limitada del juego de video con base en los
- 610 límites definidos, el video de una versión limitada del juego de video estando configurado para ser progresado por usuarios. 10. El método de conformidad con la reivindicación 9, caracterizado además porque grabar la mecánica de juego del usuario incluye grabar uno o más de los datos de entrada del usuario o los datos de estado 15 del juego.
- 711. El método de conformidad con la reivindicación 10, caracterizado además porque analizar la mecánica de juego grabada de usuario incluye determinar los niveles de actividad de los datos de entrada de usuario o datos de estado de juego, cada región de interés siendo una región 20 que tiene niveles de actividad que exceden el umbral predefinido.
- 812. El método de conformidad con la reivindicación 9, caracterizado además porque analizar la mecánica de juego grabada de usuario incluye determinar la configuración de estado de juego de usuario con 136 base en la mecánica de juego grabada de usuario;y en donde generar el video de una versión limitada del juego de video incluye definir el video de una versión limitada del juego de video para tener configuraciones de estado de juego inicial con base en las configuraciones de estado de juego de usuario determinadas.
- 913. El método de conformidad con la reivindicación 9, caracterizado además porque cada región de interés se identifica automáticamente con base en la correspondencia a uno o más umbrales.
- 1014. Un método para generar un video de una versión limitada de un juego de video, que comprende:grabar, mediante un sistema de juego en la nube que incluye por lo menos una computadora servidor, una mecánica de juego de usuario de una versión completa del juego de video, en donde grabar la mecánica de juego de usuario incluye grabar uno o más datos de entrada de usuario o datos de estado de juego;analizar, mediante el sistema de juego en la nube, la mecánica de juego grabada de usuario para determinar una o más regiones de interés, en donde cada región de interés se identifica automáticamente con base en la correspondencia a uno o más umbrales, por lo menos uno de dichos umbrales está asociado con: una o más entradas de usuario, una velocidad de entrada de usuario, una frecuencia de entrada de usuario, repeticiones de una entrada de usuario, un patrón de entrada, compartir el contexto de mecánica de juego grabada con otros usuarios, publicación de comentarios asociados con la mecánica de juego grabada en una red social, o una popularidad de porciones del juego de video con base en 137 Κύτη CÍLA!-;;. los niveles de compartición de red social;presentar cada una de las regiones de interés para selección;recibir una entrada de selección indicando una región seleccionada de interés;para la región de interés seleccionada, definir, mediante el sistema de juego en la nube, límites dentro de un contexto de mecánica de juego grabada del juego de video con base en la reglón seleccionada de Interés;generar el video de una versión limitada del juego de video con base en los límites definidos, el video de una versión limitada del juego de video estando configurado para ser progresado por usuarios.
- 1115. El método de conformidad con la reivindicación 14, caracterizado además porque definir los límites dentro de un contexto de mecánica de juego grabada del juego de video Incluye definir un límite espacial dentro de un espacio virtual del juego de video;en donde el límite espacial dentro del espacio virtual del juego de video define una porción del espacio virtual menor que la totalidad del espacio virtual, la porción del espacio virtual teniendo un subconjunto de características del espacio virtual.
- 1216. El método de conformidad con la reivindicación 14, caracterizado además porque definir los límites dentro de un contexto de mecánica de juego grabada del juego de video Incluye definir un límite temporal dentro de un contexto temporal del juego de video.
- 1317. El método de conformidad con la reivindicación 14, caracterizado además porque definir los límites Incluye identificar un punto de ¡nielo más cercano o un punto final más cercano de uno o más de una etapa, nivel o escena. 138 tíssirr -. ·
- 1418. Un método para generar un video de una versión limitada de un juego de video, que comprende:grabar, mediante un sistema de juego en la nube que Incluye por lo menos una computadora servidor, una mecánica de juego de usuario de una versión completa del juego de video;recibir, sobre 5 una red mediante un sistema de juego en la nube de un dispositivo de cliente, una entrada de usuario que identifica una pluralidad de porciones definidas por el usuario de la mecánica de juego grabada de usuario;para cada porción definida por el usuario, generar una porción de un video del juego de video que está configurado para ser progresado por usuarios;disponer cada una de 10 las porciones progresables del video del juego de video en una serie para definir el video de una versión limitada del juego de video, en donde cada una de las porciones progresables del video del juego de video definen una región de interés que se identifica automáticamente con base en una correspondencia a uno o más umbrales, por lo menos uno de dichos umbrales 15 está asociado con: una o más entradas de usuario, una velocidad de entrada de usuario, una frecuencia de entrada de usuario, repeticiones de una entrada de usuario, un patrón de entrada, compartir el contexto de mecánica de juego grabada con otros usuarios, publicación de comentarios asociados con la mecánica de juego grabada en una red social, o una popularidad de porciones 20 del juego de video con base en los niveles de compartlción de red social.
- 1519. El método de conformidad con la reivindicación 18, caracterizado además porque determinar cada porción definida por el usuario de la mecánica de juego grabada del usuario incluye recibir un punto de inicio 139 definido por el usuario y un punto final definido por el usuario dentro de la mecánica de juego grabada de usuario, y determinar la porción definida por el usuario con base en el punto de inicio definido por el usuario recibido y el punto final definido por el usuario. 5 20. El método de conformidad con la reivindicación 18, caracterizado además porque grabar la mecánica de juego del usuario incluye grabar uno o más de los datos de entrada del usuario o los datos de estado del juego. 21. El método de conformidad con la reivindicación 20, 10 caracterizado además porque generar la porción progresable del video del juego de video incluye analizar los datos de estado de juego para identificar elementos de código, y ensamblar los elementos de código para definir código ejecutable definiendo la porción progresable del video del juego de video. 22. El método de conformidad con la reivindicación 18, 15 caracterizado además porque comprende adicionalmente:definir los límites dentro de un contexto de mecánica de juego grabada del juego de video con base en la porción definida por el usuario, la porción progresable del video del juego de video siendo generada con base en los límites definidos, en donde definir los limites dentro de un contexto de mecánica de juego grabada del
- 1620 video del juego de video incluye definir un límite espacial dentro de un espacio virtual del juego de video.
- 1723. El método de conformidad con la reivindicación 22, caracterizado además porque el límite espacial dentro del espacio virtual del 140 juego de video define una porción del espacio virtual menor que una completamente del espacio virtual, la porción del espacio virtual teniendo un subconjunto de características del espacio virtual.
- 1824. El método de conformidad con la reivindicación 18, 5 caracterizado además porque comprende adicionalmente:definir los límites dentro de un contexto de mecánica de juego grabada del video del juego de video con base en la porción definida por el usuario, la porción progresable del video del juego de video siendo generada con base en los límites definidos, en donde definir los límites dentro de un contexto de mecánica de juego grabada 10 del video del juego de video incluye definir un límite temporal dentro de un contexto temporal del juego de video.
- 1925. El método de conformidad con la reivindicación 18, caracterizado además porque comprende adicionalmente:para cada porción definida por el usuario, analizar la mecánica de juego grabada de usuario para 15 determinar las configuraciones de estado de juego del usuario;y en donde generar la porción progresable del video del juego de video incluye definir la porción progresable del video del juego de video para tener configuraciones de estado de juego inicial con base en las configuraciones de estado de juego de usuario determinadas. 20
- 2026. El método de conformidad con la reivindicación 18, caracterizado además porque comprende adicionalmente:definir los límites dentro de un contexto de una mecánica de juego grabada del video del video juego con base en la porción definida por el usuario, la porción progresable del 141 video del juego de video siendo generada con base en los limites definidos, en donde definir los límites incluye identificar un punto de inicio más cercano o un punto final más cercano de uno o más de una etapa, nivel o escena.
- 2127. El método de conformidad con la reivindicación 18, 5 caracterizado además porque adiclonalmente comprende:grabar un video definido por el usuario;en donde disponer las porciones progresables del video del juego de video Incluye disponer el video definido por el usuario en una ubicación dentro de la serie precedente o siguiente a una de las porciones progresables del video del juego de video. 10
- 2228. El método de conformidad con la reivindicación 27, caracterizado además porque el video definido por el usuario incluye video de por lo menos una de las porciones definidas por el usuario de la mecánica de juego grabada de usuario.
- 2329. Un sistema que comprende:por lo menos un dispositivo de 15 computadora servidor, el por lo menos un dispositivo de computadora servidor genera un video de una versión limitada de un juego de video, el por lo menos un dispositivo de computadora servidor Incluye además, un almacenaje para grabar una mecánica de juego de usuario de una versión completa del juego de video;un puerto de comunicación para recibir, sobre una red desde un 20 dispositivo de cliente, una entrada de usuario que identifica una pluralidad de porciones definidas por el usuario de la mecánica de juego grabada de usuario;por lo menos un procesador configurado para, para cada porción definida por el usuario, generar una porción del video del juego de video que 142 está configurada para ser progresada por usuarios;en donde el por lo menos un procesador está configurado para disponer cada una de las porciones progresables del video del juego de video en una serie para definir el video de una versión limitada del juego de video. 5
- 2430. El sistema de conformidad con la reivindicación 29, caracterizado además porque determinar cada porción definida por el usuario de la mecánica de juego grabada de usuario incluye recibir un punto de inicio definido por el usuario y un punto final definido por el usuario dentro de la mecánica de juego grabada de usuario, y determinar la porción definida por el 10 usuario con base en el punto de inicio definido por el usuario recibido y el punto final definido por el usuario.
- 2531. El sistema de conformidad con la reivindicación 29, caracterizado además porque grabar la mecánica de juego del usuario incluye grabar uno o más de los datos de entrada del usuario o los datos de estado del juego. 15 32. El sistema de conformidad con la reivindicación 29, caracterizado además porque el por lo menos un procesador está configurado adicionalmente para, para cada porción definida por el usuario, analizar la mecánica de juego grabada de usuario para determinar las configuraciones de estado de juego del usuario;y en donde generar la porción progresable del 20 video del juego de video Incluye definir la porción progresable del video del juego de video para tener configuraciones de estado de juego inicial con base en las configuraciones de estado de juego de usuario determinadas. ir»wn.»TO Dt 5,A FRD?»iu>A.L> JW-;U$7?aAl 143
Independent claims25
683 paragraphs in 24 sections, as filed
(54) Title: AUTOMATIC GENERATION OF SUGGESTED SUGGES FOR GAME IN THE CLOUD BASED ON THE RECORDED GAME MECHANICS.
(54) Title: AUTOMATIC GENERATION OF SUGGESTED MINI-GAMES FOR CLOUD-GAMING BASED ON RECORDED GAMEPLAY.
(57) Summary
A method is provided to generate a limited playable version of a video game; a user game mechanic of a full version of the video game is recorded; the user's recorded game mechanics are analyzed to determine a region of interest; limits are defined within the game mechanics context of the video game based on the determined region of interest; the limited version of the video game is generated based on the defined limits.
(57) Abstract
A method for generating a playable limited version of a video game is provided. A user's gameplay of a full version of the video game is recorded. The user's recorded gameplay is analyzed to determine a region of interest. Boundaries are defined within a gameplay context of the video game based on the determined region of interest. The limited version of the video game is generated based on the defined boundaries.
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PATENT TITLE No. 356707
Headlines): SONY COMPUTER ENTERTAINMENT AMERICA LLC
Address: 2207 Bridgepointe Pkwy., San Mateo, California, 94404, USA
Name: AUTOMATIC GENERATION OF SUGGESTED SUGGES FOR GAME IN THE CLOUD BASED ON THE RECORDED GAME MECHANICS.
Classification:
Inventor (s):
CIP: A63F9 / 24, A63F13 / 6Θ; A63F13 / 63
CRC: A63F13 / 12; A63F9 / 24; A63F13 / 69; A63F13 / 73; A63F13 / 87; A63F13 / 88;
A63F13 / 497; A63F13 / 355
VICTOR OCTAV SUBA MIURA¿OAW * e3RY; PHiLiPRE OIAS; KELVIN YONG
Number:
MX / a / 2014/000227
<img file="MX356707B_D0001.tif" />
Hour:
17:59
Country:
US
US
US
US
US
US
Validity: Twenty years Due Date: January 7, 2034 Issue Date: June 11, 201 $ wiom »'' i December 1, 2012 i21 ded ^ tód ^ reete3Dl2 14 <& e ^ <M« páÓt3, <sup>1</sup>
M de March, 2Ó% 3 · 'de rnaftoeie 2013 March 15 <
jr.
MS
Number:
61/745,281
61/745,290
13/831,178
13 / 8Í1190
13 / B3 & 382
13 / 839,486. «I
The reference patent is granted based on articles 1®, 2®fteoCión V, © ^ fraction III ,, / 59 of the Industrial Property Law.
In accordance with article 23, the »Bropre¿lad1nduS & ial, the pateijte tiepeOná tUgencirdírt / etnte year non-extendable, counted from the date of presentation of tMoÑctat will be subject to the frago ddlfa rate paraínanAr | pf ^ ngentestoexle»
Whoever subscribes to this title has done so fuqdamenteen to the provisions of the article 6 fradSonesíll yS® bWÍWe the Industrial Property Law (Official Gazette of the Federation (DOF) 2Z / 06/199 », reprinted & -OW09ÍWW: 25 / 1W499B, 12/26/1997; 05/17/1999, 01/26/2004, 06/16/2005, 01/25/2006, 06/05/2009, 06/01/2010, 06/18/2010<sub>4</sub>3 · 4ΛβΟ14, “ΜΜΟΛΙβ, 0 ^ 04 / ^> ít} j” * “J,% 3<sup>0</sup>to »ction V Subsection a), 4th and 12th sections I and III of the Regulations of the Mexican Institute of PrOpt6dá} jR * and * ia) φ Q4e 07/01/2002, 07/15/2004, 07/28/2004 2004 and 7/09/2007);
articles 1, 3, 4, 5 fraction V subsection a), 16 fraccionetsfViím and 90 ctfrEtfétulp-argárSie ^ fjWítítuto Mexicano de la Propiedad Industrial (DOF 12/27/1999, amended on 10/10/2002, 07/29 / 2004, 08/04/2004 and 09/13/5 () (^, 11¾ ^ 5th Clause a) of the Agreement that delegates powers to the Deputy Directors General. Coordinator, Divisional Directors, Head of ÍÓS Regional Offices, Divisional Deputy Directors, Departmental Coordinators and other subordinates of the Mexican Institute of Industrial Property. (DOF 12/15/1999, amended on 02/04/2000, 07/29/2004, 08/04/2004 and 09/13/2007).
This letter is signed with an advanced electronic signature (FIEL), based on articles 7 BIS 2 of the Industrial Property Law; 3 of its Regulations, and 1 fraction III, 2 fraction V, 26 BIS and 26 TER of the Agreement establishing the guidelines for the use of the Electronic Payment and Services Portal (PASE) of the Mexican Institute of Industrial Property, in the procedures indicated.
THE DIVISIONAL DIRECTOR OF PATENTS
NAHANNY CANAL REYES
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MX / 2018/48088
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AUTOMATIC GENERATION OF SUGGESTED MINI-GAMES FOR_
GAME IN THE CLOUD BASED ON THE RECORDED GAME MECHANICS
FIELD OF THE INVENTION
The present invention relates to methods and systems for automatic generation of suggested mini-games based on recorded game mechanics, generation of multi-part mlnl-games for cloud play based on recorded game mechanics, sharing game mechanics recorded to a social profile, and remote control of game mechanics from the first user by a second user.
BACKGROUND OF THE INVENTION
The video game industry has witnessed many changes over the years. As computing power expands, video game developers have similarly created gaming software that takes advantage of these increases in computing power. To this end, video game developers have been coding games that incorporate sophisticated operations and math to produce a very realistic gaming experience.
Examples of platforms for gaming, can be Sony
Playstation®, Sony Playstatlon2® (PS2), and Sony Playstatlon3® (PS3), each
<img file="MX356707B_D0005.tif" />
INSTiT'J
DE LA! ND ', one of which is sold in the form of a game console. As is well known, the game console is designed to connect to a monitor (usually a television) and allows user interaction through portable controllers. The game console is designed with specialized processing hardware, including a CPU, a graphics synthesizer for intensive graphics operations processing, a vector unit for performing geometric transformations, and other queue hardware, microcode, and software. The game console is additionally designed with an optical disc tray to receive compact game discs for local gaming through the game console. Online gaming is also possible, where a user can interactively play against or with other users on the Internet. As the complexity of juice continues to intrigue gamers, game and hardware manufacturers have continued to innovate to allow for additional interactivity and computer programs.
A growth trend in the computer gaming industry is to develop games that Increase the interaction between the user and the gaming system. One way to achieve a more enriching interactive experience is to use Wireless game controllers whose movement is tracked by the game system to track player movements and use these movements as inputs to the game. Generally speaking, the input gesture refers to having an electronic device such as a computer system, video game console, smart device, etc., that reacts with a gesture made by the
IM; '<sup>Ζ:</sup>'5
INSTITUTE Μ EJi i '.
ot ία PRonta. ·. ·, '/
INDUSTRi .-. L player and captured by the electronic device. _
Another growth trend in the industry involves the development of cloud-based gaming systems. Such systems may include a remote processing server that runs a game application, and communicates with a local thin client that can be configured to receive input from users and provide video on a screen.
It is in this context that the modalities of the invention emerge.
BRIEF DESCRIPTION OF THE INVENTION
The embodiments of the present invention provide methods and systems for automatic generation of suggested mini-games based on recorded game mechanics, generation of multi-part mini-games for cloud play based on recorded game, share mechanics game with a social profile, and remote control of a first user game mechanic by a second user. It should be appreciated that the present invention can be implemented in numerous ways, such as a process, an apparatus, a system, a device, or a method in a computer readable medium. Various inventive embodiments of the present invention are described below.
In one embodiment, a method is provided to generate a limited playable version of a video game, including the following method operations: recording a user game mechanic of a
<img file="MX356707B_D0006.tif" />
full version of the video game; analyze the user's recorded game mechanics to determine a region of interest; define limits within a context of the game mechanics of the video game based on the determined region of interest; and generate the limited version of the video game based on the defined limits; where the method is executed by a processor.
In another embodiment, a method is provided for generating a limited playable version of a video game, including the following method operations: recording a user's game mechanics of a full version of the video game; analyze the user's recorded game mechanics to determine one or more regions of interest; submit each of the regions of interest for selection; receive a selection entry indicating a selected region of interest; for the selected region of interest, define boundaries within a gameplay context of the video game based on the selected region of interest; and generate the limited version of the video game based on the defined limits; where the method is executed by a processor.
In another embodiment, a method is provided for generating a limited playable version of a video game, including the following method operations: recording a user's game mechanics of a full version of the video game; wherein registering the user's game includes recording one or more of user input data or game status data; analyze the user's recorded game mechanics to determine one or more regions of interest; where each region of interest is identified
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automatically based on correspondence to one or more thresholds; present each of the regions of interest for the selection; receive a selection entry indicating a selected region of interest; for the selected region of interest, define the limits within a video game game mechanics context based on the selected region of interest; generate the limited version of the video game based on the defined limits; where the method is executed by a processor.
In one embodiment, a method is provided for generating a limited playable version of a video game, which includes the following method operations: recording a user game mechanic of a full version of the video game; determining a plurality of user-defined portions of the user's recorded game mechanics; for each user defined portion, define limits within a gameplay context of the video game based on the user defined portion;
and generate a playable portion of the video game based on the defined limits; placing each of the playable portions of the video game in a series to define the limited version of the video game; where the method is executed by a processor.
In another embodiment, a tangible computer-readable medium is provided that has program instructions built into it to generate a limited playable version of a video game, including the following program instructions for recording user game mechanics of a full version of the game. videogame; program instructions
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for determining a plurality of user-defined portions of the user's recorded game mechanics; Program instructions for, for each user-defined portion, define limits within a gameplay context of the video game based on the user-defined portion, and generate a playable portion of the video game based on the defined limits ; Program instructions for arranging each of the playable portions of the video game in a series to define the limited version of the video game.
In another embodiment, a system is provided, including the following: at least one server computer device, at least one server computer device that has logic to generate a limited playable version of a video game, which includes logic to record a user game mechanic of a full version of the video game; logic for determining a plurality of user-defined portions of the user's recorded game mechanics; logic for, for each user-defined portion, defining limits within a video game mechanics context based on the user-defined portion, and generating a playable portion of the video game based on the defined limits; logic to place each of the playable portions of the video game in a series to define the limited version of the video game.
In one embodiment, a method of sharing the recorded game mechanics to a social profile is provided, including the operations of the following method: recording video of a user's game mechanics
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during an active state of a game mechanics session; receive a command to initiate a share operation during the active state of the game session; in response to receiving the command, entering the paused state of the game mechanics session and presenting a sharing interface; process the input received via the Sharing Interface to determine a user-defined selection of the recorded video; share the user-defined selection of the recorded video to a user's social profile; resume the active state of the game mechanics session; where the method is executed by a processor.
In another embodiment, a method of sharing the recorded game mechanics to a social profile is provided, including the operations of the following method: recording video of a user game mechanic during an active state of a game mechanic session; receive a command to start a shared operation during the active state of the game mechanics session; in response to receiving the command, determine a user-defined selection of the recorded video; share the user-defined selection of the recorded video to a user's social profile; where the method is executed by a processor.
In another embodiment, a non-transient computer readable medium is provided that has program instructions defined in it to share the recorded game mechanics to a social profile. Program instructions include: Program instructions for recording video of a user game mechanic during an active state of a game session.
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. industrial '' gaming biomechanics; program instructions to receive a command to start a shared operation during the active state of the game mechanics session; program instructions to, in response to receiving the command, determine a user-defined selection of the recorded video;
Program instructions to share the defined selection of the recorded video to a user's social profile.
In one embodiment, a method is provided for providing remote control of a user game mechanic, the method includes the following method operations: presenting a live video feed from a first user game mechanic to a second user; processing a request for game transition control of game mechanics from the first user to the second user; initiate control of the game mechanics of the first user by the second user; where the method is executed by at least one processor.
In another embodiment, a method is provided for providing multiplayer game mechanics, including the following method operations: presenting live video feed of the game mechanics session from the first user to a second remote user; process a request for a second user to join the first user's game mechanics session; start game mechanics by the second user in the game mechanics session of the first user; where the method is executed by at least one processor.
In another embodiment, a readable medium is provided in
Τ ΐ<sup>!</sup> “3 ·. *, Ζ irt ι non-transient computer that has program instructions * built into it to provide remote control of a joegüTféüIsüárió mechanic, program instructions include: program instructions for presenting a live video feed of a game mechanics from the first user to a second remote user; program instructions to process a request for transition control of game mechanics from the first user to the second user; Program instructions to start control of the game mechanics of the first user by the second user.
Other aspects of the invention will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating by way of example the principles of the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
The invention may be understood with reference to the following description taken in conjunction with the accompanying drawings in which:
Fig. 1A illustrates a user playing a cloud-based video game, in accordance with the embodiments of the invention.
Fig. 1B illustrates multiple users in multiple coupled locations in cloud-based video game gaming mechanics.
Figure 2A illustrates a system for cloud gaming, in accordance with one embodiment of the invention.
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Figure 2B conceptually illustrates the accumulation of game titles across several generations of game consoles, in accordance with the embodiments of the invention.
Figure 3 illustrates a method of providing game demos 5 to a user, in accordance with an embodiment of the invention.
Fig. 4A illustrates the hierarchical organization of various portions of a video game, in accordance with one embodiment of the invention.
Figure 4B illustrates an interface for selecting a portion of a game mechanics timeline for generating a mini-game or game part, in accordance with one embodiment of the invention.
Figure 4C illustrates an interface for selecting a portion of a game mechanics timeline for generating a mini-game, in accordance with an embodiment of the invention.
Figure 5 illustrates a series of screenshots 15 demonstrating a method of generating a mini-game from an existing cloud-based video game, in accordance with one embodiment of the invention.
Figure 6 illustrates a system for generating code from the game, in accordance with an embodiment of the invention.
Figure 7A illustrates the modification of a virtual space for the purpose of generating a game part of a video game, in accordance with an embodiment of the invention.
Figure 7B illustrates modifying a scene graph
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llSTJ for purposes of generating a part of the game, in accordance with the modalities of the invention. ~ -———
Figure 8 illustrates a method of generating a game part, in accordance with an embodiment of the invention.
Figure 9A illustrates an interface for searching game parts associated with various game titles, in accordance with one embodiment of the invention.
Figure 9B illustrates a game part information page, in accordance with an embodiment of the invention.
Figure 10 illustrates a view of user account information, including live views of friends on a cloud gaming social network, in accordance with one embodiment of the invention.
Figure 11 illustrates a method of displaying live game mechanic feeds from friends of the current user, in accordance with one embodiment of the invention.
Figure 12 illustrates a system that includes a cloud gaming system and a social network, in accordance with one embodiment of the invention.
Figure 13 is a graph illustrating various game state variables 20 over time, in accordance with the embodiments of the invention.
Figure 14A illustrates a method of generating a game part for a linear type video game, in accordance with an embodiment of the invention.
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Figure 14B illustrates a method of generating a game part for a world-class video game, in accordance with one embodiment of the invention.
Figure 14C illustrates a method of generating a game part 5 for a sports video game, in accordance with an embodiment of the invention.
Figure 15 conceptually illustrates the formation of a multiple-game part, in accordance with an embodiment of the invention.
Figure 16 conceptually illustrates the generation of a multiple game mini-game part, in accordance with an embodiment of the invention.
Figure 17 illustrates an interface for sharing game mechanics, in accordance with an embodiment of the invention.
Figure 18 illustrates an Interface 1800 for selecting a portion of recorded video game mechanics for sharing, in accordance with an embodiment of the invention.
Figure 19 illustrates an interface 1900 for viewing a live video stream of a user game mechanics, in accordance with one embodiment of the invention.
Figure 20 illustrates hardware and user interfaces that can be used to provide interactivity with a video game, in accordance with an embodiment of the present invention.
Figure 21 illustrates additional hardware that can be used for institute '- ·.
DB LA '· - ΙΝΓ'-ΙΕΤλ 7 !, <sup>v</sup>To process instructions, in accordance with an embodiment of the present invention.
FIG. 22 is an exemplary illustration from scene A to scene E with respective user A to user E interacting with gaming clients 1102 that are connected to the processing server via the Internet, in accordance with an embodiment of the present invention. .
Figure 23 illustrates one embodiment of a
Provider Service Information.
DETAILED DESCRIPTION OF THE INVENTION
The following modality describes methods and apparatus for automatic generation of suggested mini-games based on recorded game mechanics, generation of multi-part mini-games for cloud play based on recorded game mechanics, sharing mechanics game recorded to a social profile, and remote control of a game mechanic from the first user by a second user.
It will be obvious, however, to one skilled in the art, that the present invention can be practiced without some or all of these specific details. In other instances, well known processing operations have not been described in detail so as not to unnecessarily overshadow the present invention.
Fig. 1A illustrates a user playing a video game based on
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the cloud, in accordance with the modalities of the invention. As shown, a U1 user plays a cloud-based video game as shown on a screen 100. A cloud-based video game is a video game that is primarily run on a remote server. A server, in one embodiment, can include individual servers or servers running in a virtual machine data center, where many servers can be virtualized to provide the requested processing. In the illustrated mode, cloud game servers 104 run the video game presented on screen 100. A client 101 is positioned at the user's location to receive and process inputs and communicate these to cloud gaming servers 104 and also to receive audio and video data from cloud gaming servers 104. Client 101 and the cloud network servers 104 communicate over a network 102, such as the
Internet. In other modalities, the client can be any device, whether portable or not, whether wireless or not, as long as the client can communicate with a network and provide access to a screen to view the game mechanics and allow the entry of a user to activate interactivity. In one embodiment, the customer is a thin customer. However, in other modalities, the client may be a general-purpose computer, a special-purpose computer, a game console, a personal computer, a laptop, a tablet computer, a mobile computing device, a gaming device. laptop, a cell phone, an external tuner, a
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transmission medium interface / device, a smart TV or network display, or any other computing device capable of being configured to meet the functionality of a client as defined herein. In one embodiment, the cloud gaming server is configured to detect the type of client device which is used by the user, and provides an appropriate cloud gaming experience for the user's client device. For example, image settings, audio settings, and other types of settings can be optimized for the user's client device.
In various modalities, the degree of processing performed by the client may vary with respect to input and output processing. However, broadly speaking, the video game status is substantially maintained and running on the game servers at cloud 104, with the client operating primarily to receive and communicate user input, and receive video / audio data for playback. Client 101 may be a single device that is connected to display 100 and provides video data for playback on display 100. In other embodiments, the client may be integrated into display 100. In one embodiment, display 100 is a display. Networked by providing an operating system platform for applications or apps using the network connectivity of the screen. In such modality, the client can be defined by an application executed on the platform provided by the screen operating system.
Fig. 1B illustrates multiple users at multiple locations.
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INfAJSTKO.L engaged in the game mechanics of cloud-based video games. User U1 is shown in a first location interacting with a video game played on screen 100. Users U2 and U3 are shown in a second location interacting with a video game played on screen 106. A user U4 is shown in a third location playing a video game played on a screen 108. U5, U6 and U7 users are shown in a fourth location interacting with a video game played on a 110 screen.
At each of the first, second, third and fourth locations, at least one computing device is provided to process input from various users and play a cloud-based video juice on their respective screens. It should be appreciated that the computing device can be integrated into a display, or it can be a standalone device such as a personal computer, junction box, game console, or any other type of device that has at least one processor and memory for processing. and data storage. The computing device can run or define a client, as described above. Computer devices are networked, and communicate over a network, such as the Internet 102, with cloud gaming servers 104.
Cloud game servers 104 run various video games which are played by users, defining a game state of the given video game from moment to moment, and sending data from
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L> £ Z Γ Λ 'video (including image data and audio data) to a computer device at a particular location. The device<sup>-</sup>computing at a given location processes the input of the user (s) playing the video game, and transmits the input data to the cloud gaming server, which in turn processes the input data to affect the state of video game play. It should be appreciated that cloud-based gaming facilitates multi-player play by players located in different locations by providing the execution of the video game on a remote server that is accessible by all players over a network. In this way, the execution of the video game does not depend on any network conductivity or hardware of the single player, although such will affect the user experience for that given player.
Figure 2A illustrates a system for cloud gaming, in accordance with an embodiment of the invention. As shown, a user 200 operates a controller 202 to provide input to a cloud based video game. Controller 202 can include any one of several types of input devices, such as buttons, game lever, touchpad, and motion detection hardware such as accelerometers, and magnetometers and gyros. In one embodiment, controller 202 may include a lighted object that can be tracked to determine the location of controller 202. Controller 202 can wirelessly communicate with a sparse game client 204. Client 204 communicates over a network
208 with a cloud gaming service 210. Client 204 processes data
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eg i * ·, ': from controller 202 to generate input data that is communicated towards a video game executed by the cloud game service 210. Additionally, client 204 receives video data from the game service in the cloud 210, for playback on screen 206. In one embodiment, client 204 can process the received video data to provide a video stream in a format compatible with screen 206. In one embodiment, client 204 may include a camera to track a controlling device or an object located on the controlling device. As noted, the object may be illuminated to further facilitate tracking or based on analysis of captured image frames. of the camera. __
Cloud gaming service 210 includes resources to provide an environment in which a video game can run. Broadly speaking, resources can include various types of computer server hardware, including processors, storage devices, and network equipment, all of which can be used to facilitate the execution of a video game application. In the illustrated embodiment, a video game library 212 includes various game titles. Each game title defines executable code as well as associated data and active libraries which are used to instantiate a video game. Host 214 may be a single computing device defining a platform to illustrate virtual machines 216. In another embodiment, host 214 may itself be a virtualized resource platform. In other words, the main computer 214 can work on one or devices<sup>1> Ηλ</sup> V IN (jijj I .GAL of server computer, manipulating the location and use of resources defined by server computing devices, while presenting a unified platform under which virtual machines 216 can be illustrated.
Each virtual machine 216 defines a resource environment which can support an operating system, under which a video game application 218 can run. In one mode, a virtual machine can be configured to emulate the hardware resource environment of a game console, with an operating system associated with the game console running on the virtual machine to support the running of game titles. which were developed for that game console. In another mode, the operating system can be configured to emulate a native operating system environment of a game console, through the underlying virtual machine it may or may not be configured to emulate the game hardware.
In another mode, an emulator application runs on top of a virtual machine operating system, the emulator is configured to emulate the native operating system environment of a game console to support video games designed for that game console. It should be appreciated that a variety of current and legacy game consoles can be emulated on a cloud-based game system. In this way, a user can access game titles from different game consoles via the cloud game system.
When user 200 requests to play a video game title
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OEIAF ^ 1 specific, the video game title is retrieved from the library. If a compatible virtual machine has not already been illustrated or is not available for use, then a new compatible virtual machine is installed on the main computer 214. The title video game file is then run as an application 218 on the newly installed or available virtual machine 216. In one embodiment, this may involve determining the appropriate platform for the video game title (for example whose game console or operating system requires the game to run) and assigning the video juice title to an appropriate virtual machine for execution, for example, one having an emulator application capable of manipulating the execution of the video game title. The running video game communicates with the gaming client 204 to provide an interactive gaming experience for the user 200. More specifically, the running video game application 218 receives input data from the client 204 over the network 208. The Application 218 processes the input data to update the game state of the running application. As the game state changes, application 218 outputs video data that is sent to client 204 for playback on screen 206. Additionally, application 218 can also output feedback data to client 204 that is used for provide an additional feedback mechanism to the user. By way of example, user controller 202 may include a touch vibration feedback mechanism that can be activated based on the output feedback data from the
GO 'video game application.
In one embodiment, the gaming system in the riuBe is configured to detect the type of client device associated with the user, and also a type of controller available to the user to provide input to the cloud-based video game. For example, in one embodiment, when a user enters the cloud gaming system, they may be presented with an option to designate the type of client device with which they access the cloud gaming system. In one embodiment, a series of client device options are presented from which the user can select one corresponding to his client device. The user may also be presented with an option to designate the type of controller device they will use to play a video game. In one embodiment, a series of controller options can be presented to the user, from which the user can select to designate a controller type corresponding to their controller hardware. In other embodiments, the cloud gaming system can be configured to automatically detect the type of client device and / or the type of controller device.
For example, upon login, the client device may send information to the cloud gaming server by identifying itself as a connected controller device (eg, in response to a request from the cloud gaming server. Based on this information, the cloud gaming server can determine a
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I <sup>Ύ</sup> - appropriate video game output settings and input parameter settings to provide an optimized gaming experience for the user client device and controller device. In one embodiment, a lookup table is used to determine the video game settings and input parameter settings based on a detected client device and a detected controller device.
It should be appreciated that a given video game can be developed for a specific platform and a specific associated controller device. However, when such a game is made available via a cloud gaming system as presented herein, the user can access the video game with a different controller device. For example, a game may have been developed for a game console and its associated controller, while the user may be accessing a cloud-based version of the game from a personal computer using a keyboard and mouse. In such a scenario, the input parameter settings can define a mapping from the inputs which can be generated by the user-available controller device (in this case, a keyboard and mouse) to inputs which are acceptable for the execution of the video game.
In another example, a user can access the cloud gaming system via a tablet computer device, a touch screen phone, or other touch screen driven device. In this case, the client device and the controller device
MY INSTITUTE, <sub>and</sub>,. , are integrated together on the same device, with input ^ · *<sup>1</sup> What * ~ Sórr provided as detected latltcr-sensitive screen gestures / entries. For such a device, the input parameter setting can define particular touch-sensitive screen inputs corresponding to game inputs for the video game. For example, buttons, a directional control, or other types of input elements can be displayed or overlapped during the video game run to indicate locations on the responsive screen that the user can touch to generate a game input. Gestures such as magnetic readings in particular directions or specific contact movements can also be detected as game inputs. In one embodiment, a tutorial may be provided to the user indicating how to provide input via the touch screen for the game mechanics, for example, before starting the video game game mechanics, to acclimatize the user with the operation of the controls on the touch screen.
In some embodiments, the client device serves as the connection point for a controller device. That is, the controller device communicates via a wired or wireless connection with the client device to transmit the inputs from the controller device to the client device. The client device can in turn process these inputs and then transmit input data to the cloud gaming server via a network (eg, accessed via a local network device such as a router). However, in others ϊ /.<sup>;</sup>'modalities, the controller itself can be a networked device, with the ability to communicate inputs directly via the network to it SéfQitfor<sup>r </sup>gaming in the cloud, without being required to communicate such inputs through the first client device. For example, the controller can connect to a local network device (such as the router mentioned above) to send and receive data from the cloud gaming server. Thus, while the client device may still require receiving video output from the cloud-based video game and playing it on a local screen, input latency can be reduced by allowing the controller to send inputs directly over the network to the server. game in the cloud avoiding the client device, avoiding the client device.
In one embodiment, a network controller and the client device can be configured to send certain types of inputs directly from the controller to the network game server, and other types of inputs via the client device. For example, inputs whose detection does not depend on any additional hardware or processing in addition to the same controller can be sent directly from the controller to the cloud game server via the network, bypassing the client device. Such inputs may include button inputs, game lever inputs, built-in motion detection inputs (eg, accelerometer, magnetometer, gyroscope), etc. However, entries that use additional hardware or require processing by the client device can be sent by the client device to the game server.
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on the cloud. This can include captured video or audio from the game environment that can be processed by the client device before sending to the cloud game server. Additionally, inputs from the controller's motion detection hardware can be processed by the client device in combination with captured video to detect the position and movement of the controller, which could subsequently communicate by the client device to the game server in Cloud. It could be appreciated that the controller device in accordance with various modalities can also receive data (eg feedback data) from the client device or directly from the cloud game server.
Figure 2B conceptually illustrates the accumulation of game titles across several generations of game consoles, in accordance with the embodiments of the invention. In the video game industry, video games are developed for specific video game consoles. Over time a library of game titles accumulates for a specific game console. For example, in the illustrated diagram, a first generation console 220 has a collection of game titles 228 which have been developed for this. A second generation console 222 has been associated there with a collection of 230 game titles which has been developed for this. And a third-generation 224 console is also shown, having a collection of 232 game titles developed for this. In other modalities, there may be a collection of
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INDUSTRIAL UJ— game titles 234 which has been developed specifically as cloud-based games for use in combination with a client 226. In addition, other types of games such as Internet games can be developed and grouped for distribution on a game system. in the cloud, as described here. It will be appreciated that game titles from different generations of game consoles can be collected and consolidated in the cloud game library 212. As shown, library 212 includes a first generation console library 236 which includes the game titles which have been developed for the first generation console 220. In a similar way, library 212 also includes a second generation console library 238 and a third generation console library 240 which contains video games that have been developed for the second and third generation consoles, respectively. The games which have been developed for the client
226 and other types of games such as Internet games can also be included in the game library 212. As can be seen, a large number of game titles across several generations of video game consoles can be collected and made available via a library of game in the cloud. As described, each of these games can be run on a virtual machine that simulates the operating system environment associated with a given game console for which a game was developed. In this way, users who access the cloud-based gaming system are able to easily access and play games from through many
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Figure 3 illustrates a method of providing game demonstrations 5 to a user, in accordance with an embodiment of the invention. A 300 interface is shown that provides bullets or icons 302, 304, 306, 308, 310 and 312 of various game titles that are available for demonstration. Each icon can be configured to provide an image indicative of the game it represents. In one embodiment, when the user navigates to a given icon, the icon can be activated to display an animation or video clip that is representative of the video game or which otherwise provides additional information to the user about the content of the video game. . In the illustrated mode, a user has navigated to icon 302 which is therefore highlighted and displays an active animation showing a scene from the video game. When a user selects an icon, a video preview may be displayed in accordance with the method 314 operation. If the user continues to select the game in method 316 operation, then in method 318 operation, the game code for the demonstration it is activated. In method 320 operation, the game demo is instantly available for user game mechanics. It should be appreciated that because the game demo is cloud-based, it can be made instantly available from a preloaded instantiation of the game demo.
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game in the cloud based system. When the game demo is activated, the preloaded instantiation of the game demo is fired to run. In method 322, it is determined whether the user wants to continue the gameplay gameplay mechanics or play an additional video game demo, if one is available. If so, then the method returns to operation 322 of running the game demo or runs a new demo for the video game. If not, then in method 324 operation, the user is presented with an option to purchase a mini version of the video game. Additionally, in method 326 operation, the user may be presented with an option to purchase a full version of the video game. If the user chooses to buy a mini version or a full version of the game, then in method 328 operation that version of the game is added to the user's account. It should be appreciated that because games are made available on a cloud-based game system, the addition of a game to a user account may simply imply access privileges associated with the specific version of the game under the user account. Also, once purchased, the game can be made available virtually instantly from the cloud-based system for user game mechanics, especially when the game can be pre-instantiated on the cloud-based system.
Fig. 4A illustrates the hierarchical organization of various portions rrarwíx.'U ·· -.? -
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of a video game, in accordance with one embodiment of the .invention ... As an example, a video game may be organized into several sections 400. In the illustrated embodiment, this may include a configuration section, a section of introduction, multi-level sections, and a final section. A given level can be further divided into several scenes. As shown, the level 3 section is divided into several 402 scenes. As the user plays through a given scene, a gameplay timeline of the scene can be recorded, including recorded video of the user's gameplay mechanics as well as recorded input data and game states of the game application. executed. In the illustrated embodiment, the game mechanics timeline 404 is representative of the game mechanics of the users of scene 2 of level 3 of the game. In accordance with the embodiments of the invention, a user can select portions of his recorded game mechanics from which he generates a game or game part. For example, in the illustrated mode the timeline of the game mechanic 404 has a start time T<sub>or</sub> and a final time T<sub>z</sub> a portion of the game mechanics timeline from time T<sub>x</sub> up to a time T<sub>and</sub> A mini-game has been selected from which to generate.
Figure 4B illustrates an interface for selecting a portion of a game mechanics timeline for generating a mini-game or game part, in accordance with one embodiment of the invention. In the illustrated mode, the 412 interface is presented on a sensitive screen when going ''
IJiüj'Ty ';;' /, ·. .,. it used · touch 411 of a 410 device. In one embodiment, device 410 is a tablet computer device. The interface 412 includes Lina ííñéa of selectable game mechanics time 414. In an expanded view 430 of the game mechanics timeline 414 it can be seen that in one embodiment the game mechanics timeline 414 is represented as a strip of film with adjustable markers 416 and 418. Marker 416 designates the starting point along the selection game mechanics timeline 414, while marker 418 designates the end point along the selection game mechanics timeline.
Furthermore, a marker 419 can be placed within the portion of the game mechanics timeline 414 that has been found by the start marker 416 and the end marker 418. For ease of use and to provide the user with a visual understanding of which portion of your game mechanic is selected, a start box 420 corresponding to the point along the game mechanics timeline at which marker 416 has been placed may be displayed. Start box 420 is an image of the recorded game mechanics video corresponding to the time at which start marker 416 is placed. Similarly, a representative final frame 424 can be shown corresponding to the point along the game mechanics timeline at which marker 418 has been placed. In a similar manner, final frame 424 is an image of the recorded game mechanics video corresponding to the time at which final marker 418 is placed. Additionally, a representative frame 422 may
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unfold corresponding to marker position 419 § | p_ long leaves timeline of game mechanics. Representative frame 422 can be used as a representative image for the mini-game that is created based on the selected portion of the game mechanics timeline.
It should be appreciated that although in the illustrated mode a touch screen interface is provided and described, in other modes various other input types can be used to select the start and end points to define a portion of the game mechanics for the game. creation of a mini-game. For example, input via a game controller, a keyboard, via gesture input, voice input, and in accordance with other types of input devices and mechanisms may be provided to allow selection of a portion of the game mechanics together by selecting a representative image frame from the recorded game mechanics video.
In some modes the selection markers may not be continuously adjustable along the game mechanics timeline, but can instead be set to press-fit the pre-defined time points along the game line. game mechanics time. For example, predefined time points can be defined to correspond to specific events that occur on the game mechanics timeline 20. The specific events of a given game mechanics timeline for which previously defined time points will be assigned can be generated based on the analysis of user game mechanics, and will depend on the specific architecture
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j Λί,,?.> · · '. , from the game mechanics of the video game. In one embodiment, predefined time points can be assigned based on the geographic location of a symbol within a virtual world by the video game. For example, previously defined time points can be assigned to specific times when a symbol moves from one geographic location to another geographic location, for example movement from one scene location to another scene location, movement from one city to another. another city, entering a structure, entering a room within a structure, entering a different type of environment, or any other type of significant geographic transition. In another embodiment, predefined time points can be assigned based on the development of a user or entity symbol which is controlled in the video game. For example, previously defined time points can be assigned when a user controlled symbol or entity completes a task, acquires a skill, acquires an object, passes a level, or otherwise completes a portion of the video game, or performs or achieves any other significant activity in the video game.
Figure 4C illustrates an interface for selecting a portion of a game mechanics timeline for generating a mini-game, in accordance with an embodiment of the invention. A game mechanics timeline 414 graphically illustrates a timeline along which the user can set start and end markers 416 and 418 to designate a selection of game mechanics from which to generate a
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mini-game. A start frame 410 corresponding to the position of the start marker 416 is shown, as well as an end frame 424 corresponding to the position of the end marker 418. It will be appreciated that the frames can be identified from the recorded video of the user's game mechanics. A number of candidate frames 440, 442, 444 and 446 are presented, of which the user can select one to be used as a representative frame for the mini-game. Candidate frames can be determined according to a variety of methods. For example, candidate frames may be presented from fractional intervals of the selected portion of the game mechanics timeline. The intervals may be equivalent, such that the candidate frames are equally spaced along the game mechanics timeline, or the intervals may be non-equivalent, such that some frames are closer to each other than others along the game mechanics timeline. In one embodiment, a higher density of candidate frames is generated from anterior portions of the selected portion of the game mechanics timeline compared to posterior portions of the selected portion of the game mechanics timeline. In one embodiment, a higher candidate frame density is generated from both the previous and recent regions of the selected portion of the mechanics timeline, while a lower candidate frame density is generated from the central portions of the selected portion of the mechanical timeline. the game mechanics timeline.
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After a user has selected <sup>D</sup>A portion of - ** game mechanics from which to create a mini-game, the rrrodatTCtacteS``fíerá '' ^ present invention provide systems and methods for creating a playable mini-game based on the selected portion of the game mechanics. More specifically, the mini-game allows another user to play substantially the same portion of the video game as the original user played, and possibly under substantially the same conditions and parameters.
In this sense, the mini-game is more than just a video replay of the original user's game mechanics (although a replay video clip of the original user's game mechanics may be featured in combination with the mini-game) , but it is a playable portion of the video game itself that has been designated based on user selection from its own game mechanics. Thus a secondary user can experience a game mechanics experience substantially similar to that of the original user.
Figure 5 illustrates a series of screen captures demonstrating a method of generating a mini-game from an existing cloud-based video game, in accordance with one embodiment of the invention. Capture screen 500 shows a user's video game play. In the illustrated mode, the user plays a level 3 of a video game. On the capture screen 502, the user has completed level 3 of the video game. Upon completion of the level, the user is provided with an option to generate a game part or mini-game based on the mechanics of
<img file="MX356707B_D0020.tif" />
user game of that level. When the user chooses to generate a game part, then on the capture screen 504 the user-is-pfeeenta-eon - an interface to select a starting point for the game part of the user's recorded game mechanics. As described, a representation of a game mechanics timeline can be displayed with an adjustable slider which the user can move to designate a starting point for the game part. After the user has defined the start point, then on the capture screen 506, the user is presented with the interface configured to allow selection of an end point for the game part. Again, an adjustable slider is moved by the user to designate the end point along the representative game mechanics timeline on the interface. After the start and end points of the user's game mechanics timeline are designated, the game or mini-game part is generated by the system, as described elsewhere herein. On the capture screen 508, the user may be presented with additional options, such as an option to share the newly created game part with other users or otherwise inform other users of the newly generated game part, an option to generate another game part of the same game mechanics timeline, an option to continue the game mechanics of the current video game, an option to observe the user's existing game parts, etc. If the user selects to view their existing game parts, then on the capture screen 510,
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displays an interface displaying the user's previously created game parts. In the illustrated mode, the user can select one of the previously created game parts, and view statistics and information related to that game part, as shown on screenshot 512. Information and statistics related to a given game part may include any of the following: a title of the game part, the video game from which the game part was originally created, the date the game part was created, the number of times the game part has been played by other users, a completion percentage indicating an average percentage of the game part that is completed by users who take the game part to play, comments left by other users, etc.
Although currently the described modality presents an option to the user to generate a game part after completion of a video game level, it should be appreciated that in other modalities the user can generate a game part at any other time during or outside the game mechanics of the video game, provided that the recorded game mechanics of the video game exist from which a user selection for a game part can be defined. For example, in one embodiment, an interface may be provided that provides access to various recorded game mechanics of various video games that are associated with the user. The user can select the game mechanics of a specific video game and generate a game part by selecting one
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Figure 6 illustrates a system for generating code from the game, in accordance with an embodiment of the invention. The terms game part and mini-game are used interchangeably herein to define a playable and discrete portion of a video game that is generated based on the user's choice of existing recorded game mechanics. In the illustrated mode, user game mechanics 600 conceptually represents a user interacting with a full version of a video game. The main game code 602 runs to define the full version of the user-deployed video game. When the video game is played, it generates various types of game mechanics output, including video data, game state data, and user input data. These can be recorded to define the user's recorded game mechanics. In the illustrated embodiment, an image stream 604 conceptually represents the output of video data by the video game. Game state 606 metadata and user input data 608 are also displayed. Game state data 606 includes data defining the game state of the video game running moment to moment during game mechanics. The game state data can include the values of any variables which define the state of execution of the video game. User input data is generated data captured user-initiated actions that occur
<img file="MX356707B_D0022.tif" />
<img file="MX356707B_D0023.tif" />
during interactivity with the video game, as provided via activation of input devices on the devices ^ Ttet ^ coñtrófádóf and detection of sensor data (eg, motion sensors), captured audio input, and Similar.
As described, a user interface can graphically illustrate the user's recorded game mechanics to facilitate user selection of a portion of the user's game mechanics from which to generate a game part. In the illustrated mode, the user has defined a selection 610 of his recorded game mechanics.
This selection of the user's recorded game mechanics is used by a game part generator to generate the game part code 622 which defines a limited game based on the selected portion of the user's game mechanics. The game part generator 612 includes a game state analyzer 614 which analyzes the game state of the recorded selection 610. Based on the game state analysis of the recorded selection, a game breakpoint processor determines appropriate breakpoints to define the start and end of the game part. Breakpoints can be defined based on geography, time, task or goal fulfillment, scene limits (physical or temporal), or any other aspect of a video game according to which the game mechanics of the game video can be segmented to generate a game part. A brief description of some illustrative modalities will serve to highlight certain possibilities for determining the point of
<img file="MX356707B_D0024.tif" />
breaking off.
For example, some video games imply a symbol that can be removed from one geographic scene or location to another scene or location. The selected portion of the user's game mechanics can be determined to be generated from the game mechanics in a particular scene. In such an embodiment, the limits of the particular scene can define the geographic breakpoint for the game part, selecting the scene to exclude other scenes, which may involve the exclusion of other adjacent or attached scenes, as well as scenes the which are not adjacent or non-adjacent or otherwise less related or unrelated to the particular scene. It will be appreciated that the selection of recorded game mechanics 610 may involve game mechanics from multiple scenes, in which case the game breakpoint processor 616 can be configured to define the breakpoints according to the limits of the multiple scenes which are used for the selection of recorded game mechanics.
It should be noted that a scene may be geographical and temporary in nature. That is, the scene can define not only a geographic ruler within a virtual space defined by the video game, but it can also be configured to exist for a certain time or at a particular chronological point within the larger context of the video game. Such a scene may have defined objectives or goals that are to be achieved by the player. Thus, game breakpoints can be defined based on chronology or other temporal aspects as defined by the video game.
Furthermore, a given scene may have associated objects or characteristics which are presented as part of the scene during game mechanics. These objects or features can be analyzed to define additional breakpoints according to their inclusion. For example, these objects in the scene can be taken from a subset of an active library, in which case the subset of the active library can be defined for the game part by the game breakpoint processor 616, up to the exclusion of other objects in the active library which is not used in the scene associated with the selected game mechanics selection. It should be understood that objects and features can be dynamic elements of a given scene, with associated mechanisms defining their change in response to events that occur in the video game. For example, an object may have a damage modeling module that determines and adjusts the appearance of the object when it is damaged (for example, when wounded by a weapon). Or a feature could be a vehicle that is made available during the scene, with the vehicle having associated logic which defines its appearance during game mechanics as well as its operation and response for user input. Such logic or damage modeling can further define game breakpoints for generation of the game part.
Various aspects of a video game which defines or uses
<img file="MX356707B_D0025.tif" />
another way for a selected portion of a video game can be the basis for defining a game breakpoint. The examples currently described are provided by way of example only and not by way of limitation. It should be appreciated that in other modes, other aspects of a video game can form the basis for defining breakpoints to generate a game part.
In one embodiment, a video game can be organized into multiple scenes which must be completed in a linear fashion, such that a later scene cannot be attempted until its preceding scene has been completed first. Each scene can include a number of objectives or goals, some of which may be required to complete the scene, and some of which may be optional to complete the scene. Goals can include navigating from a start location to a predefined end location within the scene, surviving for a predefined period of time, destroying a predefined number of enemies, acquiring a certain number of points, defeating a particular enemy, or some other activity which can define an objective within the game. A scene can have multiple predefined endpoints, points where the user, having achieved the endpoint, is able to return to that point if the user becomes unable to continue the game mechanic for any reason (for example , the user leaves the game, the user's game symbol dies or exhausts lives or health, the user's vehicle crashes, etc.). At predefined endpoints, a video game can be configured to automatically save the user's progress, or préSüTTtáanáópciÓñ for the user to save their progress.
In one embodiment, the game breakpoint processor 5 616 is configured to define a game breakpoint at predefined termination points. In one embodiment, this is accomplished by finding the closest end points to the selected start and end points of the user's recorded game mechanics selection, and using these closest end points to define the game breakpoints for the game part. In another embodiment, the closest end point that occurs before the selected start point of the recorded game mechanics selection is used to define an initial break point, while a closest end point that occurs after the end point selected from the recorded game mechanics selection is used to define a final breakpoint for the creation of the game part. In yet another embodiment, if an endpoint lies within a predefined radius of (for example, any before or after) any of the start and end points of the user's recorded game mechanic selection, then this point is used. end point to define a corresponding start or end game breakpoint for the game part. Whereas if no termination point lies within the predefined radius, then a game breakpoint is defined that most closely matches the user's selected start and end point for the
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As discussed, the game breakpoint processor 616 determines appropriate breakpoints applicable to various aspects of the video game based on analysis of users' recorded video game selection. The breakpoints defined by the processor 616 serve to define the limited scope of the game part that will be produced based on the users recorded game mechanics selection. In one embodiment, an overlay processor 617 is provided to generate overlays that can contribute to an improved user experience when playing the game part generated by the game part generator 612. For example, in one embodiment the overlay processor 617 defines pre-game part data which defines video or game mechanics or additional information that may be provided as an introduction to the game part prior to the current game mechanics of the game part. An example of pre-game part data is an introductory video which can provide context to a user who initiates the game mechanics of becoming a part. In another embodiment, pregame data may define introductory game mechanics for the game part, which may provide a user with an opportunity to learn skills that may be useful or require for or required for
<img file="MX356707B_D0027.tif" />
play the game part. In another embodiment, the pregame data may define a series of one or more informational screens or images which provide information about the game portion to the user. Such information may include controller configuration, history background information, objectives or goals, maps, or any other type of information to the game part which may be useful to the user or otherwise improve the user experience of playing. the game part.
Overlay processor 617 can also be configured to define postgame part data. In some embodiments, the postgame data may define video or images to be displayed after the completion of the gameplay video game. For example, a congratulations video may be shown after a user completes the game part. Such video can be customized based on the game mechanics of the user of the game part, for example, displaying information or images that are based on the game mechanics of the user. In one embodiment, the postgame part data may define a playback mechanism to reproduce the recorded portions of the game portion user's game mechanics upon completion. In another embodiment, the postgame data may be configured to display statistics about the game mechanics of the users of the game part, and may indicate a comparison of the game mechanics of the users to that of other users or that from original creator of the game part. In still other modalities, the data from the postgame
<img file="MX356707B_D0028.tif" />
They can define additional interactive elements to be presented to the user upon completion of the game part. These may include options to partially or fully purchase the video game on which the game part is based, redirection options to additional sources of information regarding the video game, etc.
In some embodiments, the overlay processor 617 can be configured to define elements which are superimposed on the game part. These may include items that can be customized by a user playing the game part, such as customizing symbols, items, properties, and other types of customization options. In other embodiments, the overlay processor 617 can be configured to define simplified elements for a game part to reduce the complexity of the game part code and the amount of resources required to run the game part. As an example, many video games include artificial intelligence (Al) entities such as symbols, vehicles, enemies, etc. These Al entities can in the entire video game be governed by artificial intelligence models that define the reaction and activity of Al entities based on events that occur in the video game. However, in the context of a game part which is limited in scope, it may be acceptable to simply define the activity of an Al entity through coded definition or simplified extrapolations, rather than fully model the activity of the entity Al as could be the case in the
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For example, if in the recorded game mechanics selection of the full video game a given Al symbol moves in a certain way according to its Al model which is unlikely to change in the game part, then this may be more efficient to define an approximation of the Al symbol movement for the game part. Such an approach might not require the entire Al model to be included as part of the game part code, it could still provide the user playing the game part with a substantially similar experience with respect to the Al symbol towards that of the game mechanics. original user game from which the game part was generated. The resource savings realized through the Al Entity Activity Approach can be even more significant when multiple Al Entities are present and interacting in the user's recorded game mechanic selection.
For each of the entities of Al you can have models of Al that depend on the output of those other entities of Al. However, when the video game has been recorded the activity of each of those entities of Al is known, and therefore it can be reproduced in the game part through simplified mechanisms such as direct coding of its control variables and approximation of its activity.
With continued reference to Figure 6, a game configuration state processor 618 is provided to define an initial state of the game part. Based on the operation of the
<img file="MX356707B_D0030.tif" />
game state 614, game breakpoint processor 616, and game configuration state processor 618, a code assembly manager 620 assembles various code portions to define the game part code 622. When set run the code part of the game
622, user game mechanics 624 provide input to define the execution status of the game part code, which outputs the game mechanics including video data and feedback data to render the game part to the user. Video data may include pregame part overlay video 622, game part video 624 which is the resulting video of game part game mechanics, and postgame part overlay video 626.
It should be appreciated that in one embodiment, the game part code 622 is completely self-contained, including all the code portions which are required to execute the game part. However, in other embodiments, game part code 622 may incorporate references or pointers to existing code portions in the main game code of the full video game. Additionally, the game part code 622 may include reference or use existing resources in resource libraries of the main game code of the full video game. However, in other modalities, new resource libraries may be generated for the game part code.
Figure 7A illustrates the modification of a virtual space for the purpose of generating a game part of a video game, in accordance with an embodiment of the invention. Map 700 represents a scene or geographic portion of a video game. Map 700 represents a scene or geographic portion of a video game. As shown, map 700 illustrates a region 702 and various trajectories 704, 706, 708, and 710. In the recorded game mechanics of the video game, a user symbol 712 moves from region 702 to path 710. Based on this recorded movement and other analysis of the game mechanics of the video game, it can be determined that the Additional paths 704, 706 and 708 are not necessary for the generation of the game part. The trajectories may represent incorrect choices compared to trajectory 710, or they may lead to areas that are not relevant to the game part, or they may detract from an ability of the player of the game part to follow the trajectory and experience the mechanics of game similar to that of the original user. Furthermore, if the areas to which paths 704, 706 and
708 they drive are not supported in the game part, so the inclusion of such trajectories could cause confusion among players, or at least be a poor user experience. Therefore, in a modified map 720, paths 704, 706 and 708 are made unavailable for game mechanics in the game part, while path 710 as well as region 702 remain unchanged. Thus, when a user plays the game part that incorporates the topography defined by map 720, he will experience a virtual space where paths 704, 706 and 708 are not available to traverse. Then user t 'will be more likely.'
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traverse path 710 as the original user did, thus experiencing similar gameplay mechanics.
It will be appreciated that the portion of a virtual space defined for a game or mini-game portion can be defined by boundaries which are determined based on the user's recorded game mechanics. The boundaries will define a sub-region of the larger virtual space, and include a subset of the features which are available in the larger virtual space. In some embodiments, virtual space limits can be determined by determining locations in the virtual space defined by the user's game mechanics, and then determining the predefined limits associated with virtual space that are closest to and arranged to encompass those locations. For example, a user game mechanic can define a path traveled by a user video game symbol. This path can be analyzed and based on the path's location in virtual space, a set of previously defined limits can be selected to define a region spanning the path. In some embodiments, previously defined boundaries can be defined by specific symbols which define inherent portions of the virtual space, for example, doors, windows, walls, rooms, hallways, fences, pathways, intersections, hallways, etc.
Figure 7B illustrates the modification of a scene graph for purposes of generating a part of the game, in accordance with the embodiments of the invention. A 730 scene graph illustrates
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INSTIR. · Conceptually organizing multiple scenes A to G from a video game. It should be appreciated that the scenes as described may be geographic and / or temporal in nature, and each may represent a playable portion of a video game, such as a stage, level, section, location, or any other unit Organizational within the video game according to which a player can progress from one scene to another. In scene graph 730, multiple nodes are shown representative of scenes A through G. As shown, a player can progress from scene A to scene B, and from scene B to either scene D or E. The player can also progress from scene A to scene C, and from scene C to either scene F or G. Scene graph 730 is illustrative of the organization of the entire video game scene. However, for purposes of creating a game part, not all available scenes may be required for the game part. Thus, by way of example, a scene graph 732 illustrates the organization of scenes for a game part. As shown, scene graph 732 includes scenes A, B, C, and F, but not the remaining scenes which were included in scene graph 730 of the full video game. Thus, a user can progress from scene A to either scene B or C, and scene C to scene F. However, the other scenes in the full video game scene graph 730 are not available for the game mechanics in the game part. As described, the systems according to the embodiments of the invention can be configured to
<img file="MX356707B_D0031.tif" />
limit the inclusion of scenes when generating a game part. In this way, the game part does not include scenes which are not required for the limited context of its game mechanics and intended purpose.
Figure 8 illustrates a method for generating a game part, in accordance with an embodiment of the invention. In method 800 operation, a user game mechanic of a video game is recorded, including video recording of the user game mechanics and video game data such as input data and game status data. video game play. In method 802 operation, a user interface is presented for selection of the recorded game mechanics to generate a game part. The interface defines mechanisms to receive user input to define the start and end points of the recorded game mechanics. For example, an interface to review the recorded game mechanics video may be provided to allow the user to define the start and end points within the game mechanics video based on browsing or playing the game mechanics video. In method 804 operation, the user-defined selection of the game mechanics video is received. In method 806 operation, video game breakpoints are identified based on the user-defined selection received from the gameplay video. In one modality, there are predefined breakpoints for the video game. Based on the user-defined selection of the game mechanics video, the points
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Ui i. i. · Γ \ game break which are closest to the start and end points of the 'user-defined selection can be chosen as the game break points for the game part to be generated. In method 808 operation, the game code is defined for part selection as defined by the identified breakpoints. That method 810 operation, the game setup state is defined by the part selection. In one embodiment, the game setup state is based on a game state which existed during the game mechanics of the user's recorded game mechanics. The method 812 operation, the game part code is generated, and in the method 814 operation, the game part code is stored for a game part library and associated with the user's account.
In one embodiment, the method may include the operation of method 816, where the suggested game part video selections are generated based on the recorded game mechanics video and user data. Suggested selections of user game mechanics can be determined based on analysis of the user's recorded game mechanics. For example, portions of the game mechanics where a high level of activity (eg an activity level exceeding a predefined threshold) is detected may be suggested as possible game part video selections. In operation of method 818, the above-mentioned user interface for game part selection can present the suggested game part video selections to the user. In a
<img file="MX356707B_D0033.tif" />
In the modality, a representative capture screen of each suggested game video selection may be presented to the user. In method 820 operation, a user is selected from one of the suggested game part video selections. Based on user selection, the game part code can be generated and stored as described above.
Figure 9A illustrates an interface for searching game parts associated with various game titles, in accordance with one embodiment of the invention. In the illustrated embodiment, the interface is organized into a series of labels, including labels 900, 902, and 904 which, when selected, provide access to various pages corresponding to different game titles. In the illustrated embodiment, tag 900 is currently selected such that the displayed page provides information about the game parts which have been created for a particular game title T1. A game part listing 904 lists the various game parts which have been created from the game title T1. In one embodiment, the game part listing 904 also identifies the user who created the game part (for example, displaying a username of the user who created the game part). In one embodiment, game part listing 904 can be searched or browsed to highlight different of the game parts listed in game part listing 904. In the illustrated embodiment, a game portion A created by user A is currently highlighted, causing details 906 to be displayed which are displayed.
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relate to game part A. Details 906 may include various information hints related to the game part, such level or stage from which the game part was generated, a game detail which provides more specific information about the location from which the game part was generated. game part was created, user comments to who created the game part, various comments from others, various times when the game part has been played, or any other type of information about the game part which can be provided when the list of the game part is highlighted.
Figure 9B illustrates a game part information page, in accordance with one embodiment of the invention. The game part information page is for game part A discussed with reference to Figure 9A and can be reached when the user selects the list of game part A as shown in Figure 9A. With continued reference to Figure 9B, the game part information page provides various types of information related to the game part. In addition to the bibliographic information about the game part (eg title, username of the user who created the game part, creation date, etc.), a 910 video of the game part can be displayed. In one embodiment, video 910 is the game mechanic video recorded by the original user who created the game part. In another embodiment, video 910 could be recorded game mechanics video from other users, such as a user who achieved the highest rating in the game part, or a user who most recently played the game part. In one modality, the video
<img file="MX356707B_D0034.tif" />
<img file="MX356707B_D0035.tif" />
910 It could be a live feed from a user who is currently playing ... the game part. In other modes, a representative image of the game part could be displayed instead of a video.
The game part information page may further include a selectable button 912 to start the game part game mechanics. The game part information page may also include a detail section 914, which can present various details and statistical information about the game part, such as the number of players, average completion speed, etc. The game part information page may also include a 916 comment section, featuring comments left by users. A 918 sort button can be provided to select various options for sorting comments (eg , chronological order, reverse chronological order, most popular, by rating, by relation to the current user (eg, comments by friends of the user on a social graph are prioritized), etc.).
Figure 10 illustrates a view of user account information, including live views of friends on a social gaming network in the cloud, in accordance with one embodiment of the invention. A library section 1002 displays various game titles in the user's library. These may be game titles which the user has purchased or otherwise acquired. The display of a game title may include display of representative graphics, in addition to title information. It will be appreciated that ΐΝ? Τΐτυvj - 'ν
INÜ'jS'CslAL -Games can be full-version game titles, but can also be multiple limited-version versions, each of which can be a portion of a full-version game title or be limited in some capacity compared to the full version game title. A friend list 1004 lists friends of the current user on a social network associated with the cloud gaming system (i.e. other users in the current user's social profile). The social network can be a social network that is specific to the cloud gaming system, or it can be (third part) the social network that exists apart from the cloud gaming system, with which the gaming system in the Cloud communicates to obtain information about the user's social profile. Friend list 1004 may include additional information about the user's friends, such as illustrating games each friend owns, identifying a friend's online status (eg, offline, inactive, etc.), the last entry the friend and its duration, the last game played by the friend, etc.
In one embodiment, a live active user section 1006 provides live views of the game mechanics of friends who are currently online and may be playing a video game. In one modality, each user has an option to define whether or not to make their live game mechanics available for live observation by other users. In such modality, the live views are presented only from those users who have the designated option to allow their live game mechanics to be observable by other users. In the
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9 ?. i. / Í.N-.77 '· 7!> ?. ύ / 5 · '' ·. - Illustrated mode, the live active user section 1006 includes a live view 1008 of friend A's current game mechanics, as well as a live view 1010 of friend B's current game mechanics. In a mode , the current user can browse or search the friends in the friend list 1004 and / or search the live views which are available in the active user section live 1006. In one mode, a live view can be highlighted when the current user browses for it, and can be rendered in a different way than other live views. For example, live views can be displayed in a default unsaturated color scheme, but displayed in a fully saturated color scheme when highlighted or selected. Live views can also be displayed at a lower resolution, frame rate, or default size, but when selected can be displayed at a higher resolution, frame rate, or size. In this way, bandwidth can be assigned to a specific live view based on user selection, to present a live view that the user is interested in observing more faithfully than other live visas that may be active simultaneously. . It should be appreciated that the live view can display not just gameplay mechanics specific to a video game, but also other friend activity in the cloud gaming system, such as navigating through menus or other types of activity. related to your cloud play.
In one mode, live views are available
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Only for those users who are currently 'actively engaged' in the game mechanics of a Tle-Mdecr ^ 'game' or other words, views of a given user are not available when that user is offline or online but not actively engaged in the game mechanics of a video game. Thus, when the user is performing other non-game mechanics activity on the cloud game system (for example, navigating a graphical interface of the cloud game system while logging into the system), such activity is not done. Available in a live feed for others to watch. In another embodiment, the live view may include all activity of a user who entered the cloud gaming system, both including the user's game mechanics as well as other non-game mechanics activity.
In one embodiment, the live view of a given user can be filtered so as not to potentially expose sensitive or personal information to be observed by other users. For example, the cloud gaming system may support a chat feature. Since some users may want their conversations to remain private, an option can be provided to exclude conversation logs when they present a live view. It should be appreciated that a conversation function can be implemented during game mechanics activity as well as non-game mechanics activity, and can be filtered from live views of either or both of these circumstances. In another embodiment, aspects of a video game can be filtered from a live view. For example, a
I 3 · ,. ι '· user may wish to keep a certain configuration defined by the secret user as this may confer a privileged advantage to the game mechanics. Thus, an option can be provided for activity related to undeployed configurations as part of the live feed (for example, when a user accesses the video game configuration interface. In another mode, the live view can be configured to avoid observing personal information (for example, avoid observing when a user accesses a personal information page, enters payment information, enters a password, etc.).
In one embodiment, the interface provides an option for the primary user to request to join the gaming session of a secondary user who is currently online. For example, the primary user may observe the secondary user's live game mechanics feed and wish to join the secondary user's game mechanics. In one mode, activating the option sends a request to the secondary user notifying the secondary user that the primary user wants to join their session. If the secondary accepts the request, then a multiplayer mode of the video game is started, facilitating the multiplayer game mechanics for the first and second users. In another embodiment, two or more secondary users may already be engaged in multiplayer game mechanics. In such an embodiment, the primary user can submit a request to join the multiplayer game mechanics. Under acceptance of the request by one of the users
<img file="MX356707B_D0036.tif" />
Secondary (for example, a designated host of the game mechanics session), the host is capable of üniTseaía multiplayer session of the video game. It should be appreciated that the interface mentioned above showing the live game mechanics feeds from secondary users makes it easier to link the main user to the secondary user game mechanics after being able to see their game mechanics.
In one embodiment, the option to request to join the secondary user's game mechanics is predicted upon determination of a video game owner status by the primary user. IF the primary user does not own the video game, then no option can be presented, whereas if the primary user owns the same video game as the secondary user, then the option to request to join the primary user's game mechanics is made available as part of the interface. In one embodiment, when it is determined that the primary user is not an owner of the video game, then the primary user may still join the secondary user's game mechanics in a multiplayer mode,
Λ but in a limited capacity, such as being limited in terms of the duration of the game mechanics, available scenes / levels / stages / etc., Customization options, abilities, skills, weapons, symbols, vehicles or any other aspect of the video game that may be limited. In one embodiment, after the game mechanics of the limited version of the video game, the primary user is provided with an option for neri η. -> - ·, τ t- s: 61
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buy the full video game. In another embodiment, the primary user is provided with an option to purchase an additional portion of the video game.
With continued reference to Figure 10, the displayed information may also include the game history information 1012, of the user's friends. The 1012 game history information can provide information about a given friend's game mechanics history, such as the most recent games played, the duration of game mechanics sessions, statistics related to game mechanics, etc.
It will be appreciated that many methods and configurations for presenting a cloud gaming interface are possible in accordance with various embodiments of the invention. In one such embodiment, a method is provided for displaying a current game state of users of a cloud game system, including the following method operations:
present a cloud game interface of a main user; determine one or more secondary users who are friends of the primary user;
determine a current status of each of the secondary users, present a live feed of a current secondary user's user game session online in the main user's cloud gaming interface, live feed includes providing an option for the primary user to join the current secondary user's online gaming session; in response to receiving a request to activate the option for the primary user to join the secondary user's current online gaming session, start γ τ r ρ ζ- '· ι <sup>5</sup>
Ρ: '. ·. · A multiplayer mode of the current secondary user's online game session, the multiplayer mode is provided for the main user's game mechanics in the current secondary user's online game session; wherein starting multiplayer mode includes determining a primary user ownership status with respect to a video game by defining the current secondary user online game session; wherein when it is determined that the primary user owns the video game, then the multiplayer mode provides for the game mechanics a full version of the video game; where when it is determined that the primary user does not own the video game, then the multiplayer mode provides for the game mechanics a limited version of the video game.
In one embodiment, the limited version of the video game defines a reduction, compared to the full version of the video game, in one or more of the available levels, available scenes, available features, a time limit, a virtual space, a campaign duration, a number of lives, or a number of reproductions.
In one embodiment, the method further includes an operation of the method of presenting, when the video game is not owned by the primary user, an option for the primary user to purchase at least a portion of the video game.
In one embodiment, the live feed of the secondary online user is presented in a first resolution; and presentation selection activates live feed of the online secondary user's live feed in a second resolution higher than the first resolution.
In one embodiment, the live feed of the secondary online user is presented in an unsaturated color mode; and presentation selection activates live feed of the online secondary user's live feed in a saturated color mode.
In one embodiment, presenting the cloud gaming interface includes presenting a library of game titles associated with each of the secondary users.
In one embodiment, determining one more secondary users includes accessing a social profile associated with the primary user. In one modality, accessing the social profile includes accessing an API from a social network.
In one embodiment, presenting the primary user's cloud gaming interface includes presenting a listing of each of the secondary users in a priority order, the order of priority based on one or more of the current states, current login, or common ownership of games with the primary user.
Figure 11 illustrates a method of displaying live game mechanic feeds from friends of the current user, in accordance with one embodiment of the invention. In method 1100 operation, a current user enters a cloud gaming system. In the method operation ί AAJ 'AAV
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1102, friends of the current user are identified from a social profile of the current user. As can be seen, the current user's social profile can be from a social network that is specific to the cloud gaming system or it can be from a social network that exists apart from the cloud gaming system. In the operation of method 1104, the library information of the user's friends is retrieved. The library information of the user's friends can identify game titles in the user's friend libraries. In method operation 1106, the current states of the current user's friends are identified. If the current status of a given friend is online then in the operation of method 1108 it is determined whether the given friend is currently engaged in a game mechanic of a video game in the cloud-based system. If so then in the operation of method 1112, a live game mechanics feed is obtained for that user. In method 1110 operation, friends of the current user are prioritized for deployment based on various factors or preferences. In method 1114 operation, the current user friends and their status information and live game mechanic feeds are presented in order of priority. In one mode, friends of the current user who are online can be prioritized over friends who are currently offline. In one embodiment, friends of the current user who are currently attached to the active game mechanic can be prioritized over friends who are not currently attached to the active game mechanic. In one mode, friends who have available live game mechanics feeds can be prioritized over other friends. In one modality, friends can be prioritized based on which friends have currently logged into the cloud gaming system. In another mode, friends can be prioritized based on common ownership of video juices. The above examples of friend prioritization are provided by way of example only and not by way of limitation. It will be appreciated by those skilled in the art that in other embodiments, the friends of the current user can be prioritized and presented in accordance with the prioritization based on any other relevant factors.
Figure 12 illustrates a system that includes a cloud gaming system and a social network, in accordance with one embodiment of the invention. A 1200 cloud gaming system provides access to your cloud based games. The cloud gaming system includes a 1202 game library which contains various game titles that can be played by users. User data 1204 contains various types of data which are associated with user accounts, such as game titles which are owned by a user, and any game mechanics saved from the user. In the illustrated mode, several game mechanics sessions are conceptually shown, including session A, session B, and session C. Session A defines the game mechanics of user A, who observes the game mechanics of session A on a screen 1208. The game mechanics of session A are displayed as view 1210 in the
<img file="MX356707B_D0038.tif" />
<img file="MX356707B_D0039.tif" />
screen A of user 1208. Similarly, session B defines the game mechanics of a user B, which is displayed on device B of user 1212 as seen in 1214. In the illustrated mode, view 1214 of User B's session displays an interface including live views of other users, including a live view of session A and a live view of session C. As the game mechanics of sessions A and C proceed, the video of the game mechanics comes out of sessions A and C and can be streamed via user B's session, to be displayed in user B 1214's view. game mechanics can be processed for transmission via user B session, for example lowering resolution, size, frame rate, color saturation, etc. to conserve bandwidth.
With continued reference to Figure 12, a social network 1216 is also shown. Social network 1216 includes user data 1218, which includes data such as the user's social profiles, posts, images, videos, bibliographic information, etc. Apps 1220 can be run on the social network platform. A 1222 graphical user interface (GUI) defines an interface for interacting with the social network. An API 1224 facilitates access to the social network. A notification module 1226 manipulates the notification of social network users according to their preferences. As noted, user view B 1214 includes live feeds from other users' sessions. In one modality, the friends of user B were determined based on accessing the API 1224 of the social network 1216 for r <
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DL LA · '·· - · determine members of user B's social profile. These members were cross-referenced against users of the cloud gaming system to provide live gameplay feeds from user B's friends, including feeds from sessions A and C.
In one modality, user A chooses to share from his game mechanics session A to his social profile. User A's session communicates via API 1224 to activate notification module 1226 of social network 1216 to send an appropriate notification to friends in User A's social profile. When a user of social network 1230 who is in the social profile of user A accesses the social network via a device 1228, they can observe a message or post from user A about the session of user A. If configured, a user can receive notifications such as an email indicating that user A has shared something on the social network. It should be appreciated that User A can share about the activity of various related video games, such as achievements in a video game, invitations to play a video game, comments about a video game, an invitation to watch or play a game part that User A has created, a video clip of User A's game mechanics, etc.
Figure 13 is a graph illustrating various game state variables over time, in accordance with the embodiments of the invention. It should be appreciated that in various modalities, there may be many different types of game state variables that will be particular to games of
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specific video. Those shown and described with reference to the illustrated embodiment are provided merely by way of example and not by way of limitation. Game state variables can include values which are defined by the running video game as well as values which are defined by user input. In the illustrated embodiment, there are positional variables shown indicating the X, Y, and Z positions of an object in a virtual space of a video game such as a symbol or vehicle. Camera angle variables indicate the direction of a virtual camera or virtual view in the video game. In one embodiment, the camera angle is defined and measured by the azimuth component (eg, along the horizontal plane) relative to and reference azimuth and a tilt component measured relative to a tilt reference (by example in relation to the vertical). Action values such as illustrated action variables A and B indicate the start and sustain various actions within the video game. It should be appreciated that the actions for a given video game will be specific to the context of the video game. As an example, actions could include initiating specific maneuvers, applying skills, activating modification mechanisms that modify an existing action such as increasing its intensity or frequency level, etc., or any other type of action. or activity that can be triggered by user input during the course of the video game. With continued reference to Figure 13, a weapon variable indicates activation of a video game weapon. A ρ »: ·· ;; 'health variable indicates a health level of, for example, a user symbol in the video game. Button variables indicate the state of buttons on a controlling device, for example if the button is in a depressed state or in a released manifestation. Game lever play variables in the illustrated embodiment indicate a magnitude of movement of a game lever relative to a neutral position. The above game state variables described above with reference to the illustrated mode are merely exemplary, and it will be recognized by those skilled in the art that many other types of game state variables can be tracked over time.
Referring again to the embodiment of Figure 6, in one embodiment, the game state analyzer 614 can be configured to analyze the game state variables of a user's recorded game mechanics. Based on the analysis of the user's recorded game mechanics, various Rules of Interest of the user's recorded game mechanics can be defined and presented to the user as possible selections from which to generate a game part. For example, a game mechanic ruler characterized by high levels of activity for certain game state variables may define a selection of the user's recorded game mechanics. It should be appreciated that the activity level for a given state of play variable can be based on various factors such as an Intensity level, an activation frequency, a duration of sustain, etc. In some modalities, the analysis of the variables of
<img file="MX356707B_D0041.tif" />
game state may involve searching regions of game mechanics where the activity levels of two or more different game state variables are correlated in a predefined way, for example two or more different game state variables are correlated in one By default, for example, the two or more variables have high activity levels simultaneously. A high activity level can be determined based on a previously defined threshold.
In various modes, a region of interest of the user's recorded game mechanics can be automatically determined based on threshold detection of any or more of the following: one or more user inputs, user input speed, input frequency, input type repeats, input pattern occurrences, input combination (for example, combination keys), motion vectors, pressure exerted on a controller, arousal of a user (eg, detected based on the captured image or audio data of the user.
Figure 14A illustrates a method of generating a game part for a linear type video game, in accordance with an embodiment of the invention. Broadly speaking, a linear video game is one for which the player's progress through the video game follows a linear course, where to progress through the video game the player must complete a previous objective before progressing towards a later goal. Thus, all players must complete the same objectives in the same order to
<img file="MX356707B_D0042.tif" />
progress through the video game. The objectives in a linear video game may be linked to both geographic as well as temporal locations within the context of a historical video game space-time line. In method 1400 operation, a scene from a video game is identified. The scene can be spatial and temporal in nature, and have several other objectives defined there. In method 1402 operation, a spatial or temporal length of the scene is defined. Scene length can be defined in accordance with user input, and can also be defined based on targets which are linked to the scene. In method 1404 operation, the initial properties of the objects, symbols, or any other objects within the scene for which the properties can be assigned, are defined. In method 1406 operation, a game part is generated for the identified length of the scene that has the initial properties as defined above.
Figure 14B illustrates a method of generating a game part for a world-class video game, in accordance with one embodiment of the invention. A global open video game can be characterized as one where the user is free to pursue any number of targets for his own choice. Open world type video games typically also allow the user to navigate one or more virtual spaces at will. In order to progress to different levels of the video game or full video game, a certain set of objectives may be required, however users may be free to complete these objectives in
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rPi. . »/. '' -. · Different order. In method 1410 operation, a location within a virtual world of the video game is identified. In the operation of method 1412. A limited portion of the virtual world is defined. The limited portion of the virtual world can be defined based on user input by defining a selection of recorded game mechanics as described herein. For example, a user game mechanic in a global open video game may vary over a wide variety of locations during the course of the game mechanic. However, for the purposes of generating a game part, the user may select a portion of the game mechanics that occurs within a limited geographic region of the virtual world of the video game. This limited geographic region can be determined based on analysis of the user's selected portion of their recorded game mechanics, for example, by tracing a location of a user-controlled symbol within the virtual world and defining limits which include all the locations where the symbol was found to exist. In method operation 1414, the initial properties of various objects, symbols, objects, vehicles, or any other objects found within the previously determined limited geographic region of the user's recorded game mechanics selection are defined. In method 1416 operation, the game part is generated based on the limited geographic region open to the world and the properties defined above
Figure 14C illustrates a method of generating a game portion for a sports video game, in accordance with one embodiment of the invention. The game part can be generated based on a user-defined selection of the users recorded game mechanics. In method 1420 operation, a configuration is identified based on the selection of the user's recorded game mechanics. By way of example, the configuration may define a location of a sports event, such as a field, stadium, track, or any other configuration of place in which a game mechanics event may occur. In method 1422 operation, a time period is defined based on the selection of the user's recorded game mechanics. The time period defines a time portion for which the game part will be generated, and can be defined based on the user selection of the recorded game mechanics. The video game sports time period may determine certain aspects of the video game part, such as the inclusion of special rules or activities that will occur at certain time periods during a sport. In the method 1424 operation, the players of the game portion are determined based on the players included in the selection of the user's recorded game mechanics. Players can include one or more symbols which have been defined by the user, as well as artificial intelligence (Al) symbols, which were controlled by the Al symbol control logic of the video game running at the time of the game mechanics. As described elsewhere herein, the symbol actions of Al can be
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INSTITUTO MEXíC.tO \, DF LA PROP! V? <'' V · iNn'jsrx'AL approximate in some instances. While in some modalities, the control logic of the Al symbol is defined by the game part with parameters like these were defined in the user's recorded game mechanics selection. In the operation of method 1426, scene attributes are defined for the location setting of the sports video game part. For example, these may include attributes such as weather, track or stadium conditions, and other attributes of the sports setup. In method 1428 operation, the game portion for the video game is generated based on the parameters mentioned above.
Figure 15 conceptually illustrates the formation of a multiple-game part, in accordance with an embodiment of the invention. A video game can be organized into several levels or stages. In the illustrated mode, a multi-level user game mechanic of a video game is shown. Specifically, a game mechanics timeline 1500 represents the user game mechanics of a first-level video game, while a game mechanics timeline 1502 and a game mechanics timeline 1506 represent the game mechanics of the user of the second and third levels, respectively, of the video game. In accordance with one embodiment of the invention, a user may concatenate multiple game parts of the video game to form a larger multiple game part mini-game. In the illustrated embodiment, a selection 1502 from the user game mechanics timeline 1500 is used to define a first game part 1514 A selection
1504 of the user game mechanics timeline Ϊ5 of two is used to define a second game part 1818. And a selection 1508 from the user game mechanics timeline 1506 is used to define a third part Team 1522. The first, second, and third game parts are arranged in sequential order to define the 1510 minigame. In doing so, the 1510 mini-game includes game parts from each of the first, second, and third levels of the video game. In this way, a user who plays the 1510 mini-game is able to experience limited portions of multiple levels of the video game by playing through the 1510 mini-game. This can be useful in providing a more compelling preview or demo of a video game than conventional game demos where a user can play only a portion of a level or stage of the video game. The experience is analogous to that of a movie preview, which typically provides clips from different portions of the same movie, and not just a single clip. In accordance with the embodiments of the invention, users can enjoy multi-portion game demos which provide a better sense of the scope of the full video game, and which can present the game mechanics in a continuous one-part manner. to the next one.
In one embodiment, a user may insert additional material, such as a user-defined video, message, images, or any other type of information, before or after a game part. In the modality
<img file="MX356707B_D0043.tif" />
illustrated, an introduction 1512 is provided to introduce a player to the minigame 1510 and perhaps also introduce the player to the first game part 1514. Additionally, a message 1516 is inserted between the first game part 1514 and the second game part 1518 while that another message 1520 is inserted between the second game part 1518 and the third game part 1522. In one embodiment, the inserted material may include video of the recorded game mechanics of the original user game mechanics from which the game part was generated. If the recorded game mechanic is displayed before playing the game part, the player initiating the game part can better understand the game part and its objectives before starting the game mechanic, while displaying after the game mechanic From the game part, the player can understand how their game part game mechanics compare to that of the original user.
Figure 16 conceptually illustrates the generation of a multiple game mini-game portion, in accordance with one embodiment of the invention. In the illustrated embodiment, a user recorded 1600 game mechanics timeline is shown for game A, along with user 1604 recorded game mechanics timeline for game B, and the mechanics timeline Game Recorded by User 1608 for a Game C. In one embodiment, the user is able to generate a multiple game part mini-game based on the game parts of different video games. In the illustrated mode, a selection 1602 from the recorded game mechanics of the user 1600 is used to define a game part ί I> JU ·
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1616, while a selection 1606 of user's recorded game mechanics 1604 is used to define a game part 1620, and a selection 1610 of users' recorded game mechanics 1608 is used to define a game part 1624. Game parts 1616, 1620, and 1624 are sequentially arranged to define mini-game 1612. Optionally, additional material can be inserted before or after a game part. In the illustrated embodiment, an intro 1614 is inserted before game part 1616, while an interlude 1618 is defined between game part 1616 and game part 1620, and another interlude 1622 is defined between game part 1620. and the game part 1624.
In the illustrated mode, it will be appreciated that the game parts are taken from different video games. This allows the user great flexibility to mix game parts together from across different game titles, genres, and even generations of console platform. Merely by way of example, a user may create a minigame that has game parts from each of several game titles in a single video game series. In this way, a mini-game player is able to experience and appreciate the evolution of the video game series into a continuous game mechanics experience.
The embodiments of the invention have been generally described with reference to cloud-based gaming systems. However, it should be appreciated by those skilled in the art that similar concepts and principles that have been described herein can be applied to systems
<img file="MX356707B_D0044.tif" />
traditional console-based video gaming, possibly in combination with cloud-based gaming systems. For example, a user may play a console-based video game and have input data from the user's game mechanics and metadata that remain in the game recorded during the game mechanics. Based on input data from user game mechanics and game state metadata, the current game mechanics output of the video game may be regenerated at a later time. Therefore, the recorded input data and game state metadata can be used in combination with the video game code to provide an interface for selecting a portion of the user's game mechanics from which to generate a mini-game. game, as described. The mini-game code can be generated on the console and uploaded to a cloud system and made available for download by other users. In another embodiment, the mini-game code is generated by the cloud system after receiving the selected portion of the input data from the user's game mechanics and game state metadata. The cloud system processes the selected portion of user game mechanics input data and game state metadata to generate the mini-game code based on the video game code stored in the game system. cloud. Once generated, the mini-game can be made available for cloud-based game play where the mini-game execution occurs on the cloud-based system, but can also be made available for download to ίΛ · ΛΜ-based systems »
<img file="MX356707B_D0045.tif" />
Traditional console for console execution to facilitate console-based gameplay of the mini-game. In this way, minl-games can be created and played by both users of console-based video game systems and users of cloud-based video game systems.
The embodiments of the invention have been generally described with reference to playable mini-games or user-defined portions of video games. However, it will be appreciated by those skilled in the art that many of the principles illustrated herein also readily apply to the generation and sharing of recorded game mechanics, including video sharing of recorded game mechanics, capture screens, and live streaming of active game mechanics. In some modalities, providing access to a mini-game (for example, in response to receiving a notification) may include a recorded video presentation of the original user's game mechanics which formed the basis for the minigame. In still other modalities, methods, systems and interfaces are contemplated to facilitate the sharing of the user's game mechanics towards the user's social profile.
In one embodiment, a method of storing game mechanics is contemplated. Game mechanics may be executed by the operating system of a game console in response to a user request, which may come in the form of a standard file operation with respect to a set of data associated with game mechanics · · »Rl i M
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INUUL desired. The request can be transmitted as desired by an application associated with a game. Game mechanics may comprise, for example, video content, audio content, and / or static visual content, including wallpaper, themes, code added content, or any other type of content associated with a game. It is contemplated that such content can be generated by the user or developer, free or paid, complete or trial, and / or for sale or for rent.
A portion of the game mechanics can be buffered, that is, temporarily stored. For example, the previous 15 seconds, the previously completed level, for the previous action within the game mechanics may be temporarily stored, as further described herein. The term portion used herein may correspond to any part of game mechanics that is divisible into any related or arbitrary groups of single or multiple bits or bytes of data. For example, portions of the game mechanics may correspond to levels, chapters, scenes, acts, symbols, backgrounds, textures, courses, actions, songs, themes, durations, sizes, files, parts thereof, and combinations thereof. . Additionally, portions of the game mechanics may comprise screenshots or regulatory video capture durations.
In one embodiment, portions of the game mechanics can be stored locally on the game console in any temporary or permanent storage. Alternatively or additionally,
<img file="MX356707B_D0046.tif" />
Portions of the game mechanics can be transmitted over a remotely stored network. For example, portions of the game mechanics can be transmitted over a wired or wireless network to another computing device, to another game console, or to a remote server. Such remote servers may include social media servers.
Optionally, portions of game mechanics not retrieved from temporary memory or portions of game mechanics outside of a particular game interval (eg, particular duration, level, chapter, course, etc.) may be removed from temporary memory. This removal process can be completed using standard file operations in the operating system.
Portions of the game mechanics can be deployed on any number of display devices that have access to the stored game mechanics. For example, stored game mechanics can be displayed on a television connected to the game console from which the game mechanics were captured. In another example, the stored game mechanics can be displayed on a computer to which the stored game mechanics were transmitted. Stored game mechanics can be displayed alone or in combination with other information, such as on a social media website.
In one embodiment, portions of the game mechanics are deployed by another game console associated with the user in addition to the user who temporarily stored or captured the game mechanics.
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In accordance with this embodiment, portions of the game mechanics may show a ball being thrown from a first user to a second user, from the point of view of the first user. Portions of the video game can then be transmitted to the second user's game console. Thus, then the second user can observe the game mechanics from the point of view of the first user. The second user may also have portions of the game mechanics stored showing the ball being thrown by the first user and captured by a second user, from the point of view of the second user. In this mode, the second user can retrieve the game mechanics from the point of view of the first user and the point of view of the second user. Still further, portions of the game mechanics stored by the second user can be transmitted to the game console of the first user, such that the first user can review the game mechanics from two points of view. This modality can apply to any number of users who have any number of points of view, so the game mechanics can be reviewed from any number of different perspectives.
With respect to storing, transmitting, and / or displaying portions of game mechanics as described herein, it is contemplated that portions of game mechanics can be stored, transmitted, and displayed as video or image data. In another embodiment, however, portions of the game mechanics can be stored and
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AI be transmitted as telemetry or representative metadata of the<sup>l</sup>'frnagen'T3 video data, and can be re-created as video images by a' game console or other device prior to deployment.
In some embodiments, the game mechanics portion has a predetermined relationship to the game mechanics performed. For example, the game mechanics portion may correspond to a certain amount of game mechanics prior to the game mechanics currently running, such as the previous 10 seconds of game mechanics. In another embodiment, a first portion of the video game has a predetermined relationship with a second portion of the game mechanics. For example, the first portion of the game mechanic may correspond to a certain amount of game mechanic prior to receipt of a request to capture a second portion of the game mechanic, such as the 10 second game mechanic before the selecting a capture button.
In each of these modes, the amount of game mechanics buffered prior to the current game mechanics or requested game mechanics can be configured and adjusted by the user in accordance with their particular preferences.
In other modalities, the temporary buffer is smart or elastic, such that it captures the game mechanics according to the variables without estimating time. In one embodiment, the first portion of the game mechanics has a predetermined relationship to an event related to the game mechanics. For example, the first portion of the
<img file="MX356707B_D0047.tif" />
INSTITUTO lX LA game mechanics can be stored in tempofcfT memory to include a statistical anomaly, such as a high score ~ achieved, '' If a large number of points occurs in a short period of time, the multiple selections of buttons in a controller, and other rare events.
Such statistical anomalies can be determined by comparing game mechanic metrics to average metrics for a particular game or scene or for all games generally. Such average metrics can be stored locally or remotely for comparison. For example, the game console can track high overall ratings for a particular game, and store in memory the game mechanics in which a user approaches and exceeds that high rating. In another example, a remote server can track global high scores for a particular game, and can communicate that information to the game console, which stores the game mechanics in which the user approaches and exceeds that high score in temporary memory. .
In another example, the game mechanics portion may be buffered to include an achievement, such as a trophy being hit or another major event being hit. Such trophies or monuments commemorate any game goal or achievement, such as a certain number of points reached, a certain level reached, and the like. For example, game mechanics can be stored to include the award of a trophy for reaching level 10, for reaching 100,000 points, etc.
Similarly, progress toward an event, in addition to
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Current trophy award or statistical anomaly can be stored for inclusion in the game mechanics portion. For example, a capture screen can be taken at each of levels one through 10, creating a photo album to commemorate the reception of a trophy for reaching level 10. Another example, a video can be taken of the user winning a race for the first to fifth times, where a trophy is awarded to five winners.
Thus, in accordance with the embodiments of the invention, at least a portion of the executed game mechanics can always be kept in a running buffer. In other words, when a request to share a portion of the game mechanics is received, a portion of the previous game mechanics may already be captured to include previous footage. For example, if a request to share game mechanics is received after a user crosses the finish line in a racing game, the game mechanics stored in temporary memory may include footage of the user crossing the end line. In other words, a user will be able to capture the moments that occur before the request to share the game mechanics is made.
Figure 17 illustrates an interface for sharing game mechanics, in accordance with an embodiment of the invention. The 1700 interface as shown includes various clickable icons to facilitate sharing to a user's friends, for example members of a user's social graph. In one embodiment, the 1700 interface can be accessed from
<img file="MX356707B_D0049.tif" />
a dedicated button on a controller device. When the button is pressed during game mechanics, the 1700 interface can be presented to allow the user to share their game mechanics.
The icon 1702 can be selected to initiate the loading of a 5 screen capture of the user's game mechanics. In one embodiment, region 1704 of icon 1702 is populated with a capture screen representative of the user's recent gameplay mechanics, thus providing a small-scale preview of the capture screen that can be shared. In one embodiment, selecting icon 1702 can provide access to an additional capture screen selection interface which allows the user to select a particular capture screen from the user's recorded game mechanics to share the user's social profile. This can take the form of a navigable game mechanics video timeline, which can be scrolled or navigated to identify a particular time point within the game mechanics and its corresponding capture screen.
Icon 1706 can be selected to start loading a video of the user's game mechanics. Cone 1706 region 1708 can be configured to display a video clip representative of the user's recent gameplay mechanics, for example the last 5 seconds of user gameplay mechanics, a recent achievement, etc., thus displaying a view Minor scale preview of a video clip of the user's game mechanics which can be shared with others.
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The 1710 icon can be selected to initiate live video streaming of the user's active game mechanics. In one embodiment, selecting the 1710 icon will trigger the resumption of user game mechanics while initiating live video streaming of the user game mechanics. In another embodiment, selecting the 1710 icon provides access to an interface to determine the settings for broadcasting the video stream, such as who to share the video stream to, if it includes a video stream from a purported local image capture device. to show the same user during the game mechanics, if he allows comments, etc.
It will be appreciated that the user can share the game mechanics (eg, a selected capture screen, video, or live game mechanics broadcast) to one or more specifically selected friends, their full social profile, or any user of the social profile. The social network may be a gaming social network associated with the platform on which the video game runs, or a third-party social network that exists separate from the video game or its platform. The social network can be accessed through a defined API to allow interaction with the social network. Users to whom the gameplay has been shared can receive a notification informing them of the shared gameplay. Such notification may take the form of a post to a social news feed, a private message via the social network, a login-game notification, an email, a conversation notification, etc. Sharing the game mechanics to the Social network may involve making the game mechanics available to WosTsu & cór ^ ú'ñfóSrT ^ users of the social network who may or may not be part of the shared user's social profile. For example, for a given video game, the gameplay mechanics may be shared or made available to any user on the social network who also owns the video game and therefore access to the shared gameplay mechanics of the video game is granted. . Such shared game mechanics can be accessed through online forums, virtual chat rooms, or other online channels that are available only to video game players. In one embodiment, a video game may have a dedicated page or site on the social network. Shared game mechanics may be made available to users who access the video game site or page. Of course, it will be appreciated that from the perspective of the user sharing, options can be provided to allow the user to specify and customize who and which forum their game mechanics will be shared with.
Figure 18 illustrates an Interface 1800 for selecting a portion of recorded game video mechanics for sharing, in accordance with one embodiment of the Invention. The Interface 1800 Includes a preview ruler 1802 which repeats a preview of a currently selected portion of video from the user's game mechanics. Capture Screens 1804, 1806, 1808, 1810, and 1812 are placed adjacent to each other in chronological order to define a timeline of
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ΙΜ5'Ι, '? ·' - ',.' / '. £ capture screens indicating the video content of rhecánica.de game; ^' The various capture screens, 1804, 1806, 1808, 1¿, l. 0- and 18.12 can be · image frames extracted at regular intervals from the game mechanics video. The capture screen timeline can be scrolled left or right to show additional frames preceding or proceeding those currently displayed. Markers 1814 and 1816 indicate the start and end points for a currently selected video clip (or segment or slice). The currently selected video clip can be played repeatedly in preview region 1802, as noted.
In one embodiment, buttons 1818 and 1820 can be selected to decrease or increase, respectively, the duration of the selected video portion. A preview option 1822 can be selected to enable playback of a full screen preview of the currently selected video clip. A clipping option
1824 can be selected to access additional video trimming features.
Figure 19 illustrates an interface 1900 for viewing a live video stream of a user game mechanics, in accordance with one embodiment of the invention. In reference 1902, the name and / or alias of the user who is transmitting his game mechanics is shown. Reference 1904 shows the number of users who are currently watching the live video broadcast. Live video streaming s
Iii of the user's game mechanics is deployed in the region<sup>1</sup> video display 1906. Additionally, a live '190S ~ puecle' user video is included, showing live video of the current user whose gameplay is being broadcast live. A command option 1910 can be selected to allow user observation of commands that affect the video game, or even take over control of the user's game mechanics by streaming. It will be appreciated that issuing in-game commands or remotely controlling the user's game mechanics may require permission, either predefined or requested at the time of the game mechanics, from the user playing the game to allow the user observing to perform such Actions.
An option 1912 allows the observing user to join the game mechanics of the user broadcast. And a 1914 option allow the user to watch compare the video game in progress.
Also, the interface can include a comment section
1916 which displays the comments of the users observing the live video stream, indicating the time of each comment. A comment entry field 1918 is provided for the observing user to enter text for a component to be published. And the submit button 1920 is pressed to load the comment for user watching live streaming and others watching live video streaming.
Although the embodiments of the invention have been described with reference to accessing various interfaces for sharing from an instinct button; - ·· «·>
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INDÚ3TE »áL to dedicated pressure, it will be appreciated that in other modalities, some or all of these interfaces may not be required to facilitate sharing the game mechanics to a social user profile. For example, in one mode, a controller button can be configured to capture a screenshot of users' game mechanics when pressed. The captured screenshot can then be automatically loaded and shared to the user's social profile.
In another mode, pressing a specific button on the controller starts recording the video of the game mechanics. When the specific button is pressed a second time, the gameplay video recording stops, and the video clip can be uploaded and shared to the user's social profile. In one embodiment, uploading and sharing the video clip to the user's social profile may occur automatically after the completion of the video recording operation. However, in another mode, when the specific button is pressed a second time to stop recording, an interface is presented to allow the user to customize various options such as cropping the video, selecting a representative capture screen for the video, determining users. specific with whom the video is shared, incorporate a heading or title, etc. After user customization, the video can be shared with others or otherwise made available for viewing.
In one mode, a specific button on the controller can be configured to share a predefined duration of mechanics video of
<img file="MX356707B_D0051.tif" />
<img file="MX356707B_D0052.tif" />
game on a social network. For example, a user can specify when the button is pressed, the previous 10 seconds of the gameplay video will be shared to the user's social profile. In another mode, it can be specified that when the button is pressed, the next 5 seconds of the game mechanics video will be recorded and shared to the social profile. It will be appreciated that the options for trimming the video and performing other types of customization can be applied to the recorded game mechanics video. Also, the recorded game mechanics video of a predefined duration after the button is activated can be combined with game mechanics video stored in temporary memory above as described.
In yet another embodiment, a specific button on the controller device can be configured to initiate live video streaming of the active user game mechanics. A live video stream can be predefined to be made available only to members of the user's social profile, or to other major or minor user groups, such as a specific subset of the user's social profile, all users who own or have access to another way to the same video game, any user of the game platform, etc.
Automatic generation of suggested mini-games for cloud play based on recorded game mechanics
In one modality, a method is provided to generate a% ·
<img file="MX356707B_D0053.tif" />
Limited playable version of a video game, including the following method operations; record a user game mechanic of a full version of the video game; analyze the user's recorded game mechanics to determine a region of interest; define limits within a context of the game mechanics of the video game based on the determined region of interest; and generate the limited version of the video game based on the defined limits; where the method is executed by a processor.
In one embodiment, recording the user's game mechanics includes recording one or more of the user's input data or game state data. In one embodiment, analyzing the user's recorded game mechanics includes determining activity levels from the user input data or game state data, the region of interest being a region that has activity levels that exceed a predefined threshold.
In one embodiment, defining limits within a video game game mechanics context includes defining a spatial limit within a virtual space of the video game. In one embodiment, the spatial boundary within the virtual space of the video game defines a portion of the virtual space less than one entirely of the virtual space, the portion of the virtual space having a subset of characteristics of the virtual space.
In another embodiment, defining limits within a video game game mechanics context includes defining a time limit within a video game time context.
In one modality, defining boundaries includes identifying a
<img file="MX356707B_D0054.tif" />
I
INSTITUTE l? P THE nearest start portion or a closer end point ^ i & jJüQJiJiiásjdfi a stage, level or scene.
In one embodiment, analyzing the user's recorded game mechanics includes determining the user game state settings 5 based on the user's recorded game mechanics; and generating the limited version of the video game includes defining the limited version of the video game to have the initial game state setting based on the given user game state setting.
In one modality, the rule of interest is automatically identified based on the correspondence to one or more thresholds. In one embodiment, at least one of the thresholds is associated with one or more user inputs, a user input rate, a user input frequency, repeats of a user input, an input pattern, context sharing of game mechanics with other users, posting of comments associated with game mechanics on a social network, or popularity of portions of the video game based on the levels of social network sharing.
In another embodiment, a method is provided for generating a limited playable version of a video game, including the following 20 method operations: recording a user's game mechanics of a full version of the video game; analyze the user's recorded game mechanics to determine one or more regions of interest; submit each of the regions of interest for selection; receive a select entry
<img file="MX356707B_D0055.tif" />
indicating a selected region of interest; for the selected region of interest, define boundaries within a gameplay context of the video game based on the selected region of interest; and generate the limited version of the video game based on the defined limits; where the method is executed by a processor.
In one embodiment, recording the user's game mechanics includes recording one or more of the user's input data or game state data. In one embodiment, analyzing the user's recorded game mechanics includes determining activity levels from the user input data or game state data, each region of interest being a region that has activity levels that exceed a predefined threshold.
In one embodiment, analyzing the user's recorded game mechanics includes determining the user game state settings based on the user's recorded game mechanics; and generating the limited version of the video game includes defining the limited version of the video game to have the initial game state setting based on the given user game state setting.
In one embodiment, the region of interest is automatically identified based on correspondence to one or more thresholds.
In another embodiment, a method is provided for generating a limited playable version of a video game, including the following method operations: recording a user's game mechanics of a full version of the video game; where to register the user's game
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includes recording one or more of user input data or game status data; analyze the user's recorded game mechanics to determine one or more regions of interest; where each region of interest is automatically identified based on the correspondence to one or more thresholds;
present each of the regions of interest for the selection; receive a selection entry indicating a selected region of interest; for the selected region of interest, define the limits within a video game game mechanics context based on the selected region of interest; generate the limited version of the video game based on the defined limits; where the method is executed by a processor.
In one embodiment, defining limits within a video game game mechanics context includes defining a spatial limit within a virtual video game space; the spatial boundary within the virtual space of the video game defines a portion of the virtual space less than one entirely of the virtual space, the portion of the virtual space having a subset of characteristics of the virtual space.
In another embodiment, defining limits within a video game game mechanics context includes defining a time limit within a video game time context.
In one embodiment, defining boundaries includes identifying a closest start portion or a closest endpoint of one or more of a stage, level, or scene.
In one modality, at least one of the thresholds is associated
<img file="MX356707B_D0056.tif" />
<img file="MX356707B_D0057.tif" />
with one or more user inputs, a user input rate, a user input frequency, repeats of a user input, an input pattern, sharing the game mechanics context with other users, posting comments associated with game mechanics on a social network, or popularity of portions of the video game based on levels of social network sharing.
Generation of a multi-part mini-game for cloud play based on recorded game mechanics
In one embodiment, a method is provided for generating a limited playable version of a video game, which includes the following method operations: recording a user game mechanic of a full version of the video game; determining a plurality of user-defined portions of the user's recorded game mechanics; for each defined user portion, define limits within a gameplay context of the video game based on the user defined portion; and generate a playable portion of the video game based on the defined limits; placing each of the playable portions of the video game in a series to define the limited version of the video game; where the method is executed by a processor.
In one embodiment, determining each user-defined portion of the user's recorded game mechanics includes receiving a user-defined start point and a user-defined end point within
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of the recorded user game mechanics, and determine the defined portion. by the user based on the user defined ice point received and the user defined end point.
In one embodiment, recording the user's game mechanics includes recording one or more of the user's input data or game state data. In one embodiment, generating the playable portion of the video game includes analyzing the game state data to identify code elements, and assembling the code elements to define executable code by defining the playable portion of the video game.
In one embodiment, defining boundaries within a video game game mechanics context includes defining a spatial boundary within a virtual space of the video game. In one embodiment, the spatial boundary within the virtual space of the video game defines a portion of the virtual space less than one entirely of the virtual space, the portion of the virtual space having a subset of characteristics of the virtual space.
In another embodiment, defining limits within a video game game mechanics context includes defining a time limit within a video game time context.
In one embodiment, the method further includes, for each user-defined portion, analyzing the user's recorded game mechanics to determine the user's game state settings; and where generating the playable portion of the video game includes defining the playable portion of the video game to have Initial game state settings with σ ττ<sub>:</sub> , γ · γ · ' <sup>r</sup> - tS * · '¿i' ¿¿i based on the specific user game state settings.
In one embodiment, defining boundaries includes identifying a closest start portion or a closest endpoint of one or more of a stage, level, or scene.
In one embodiment, the method further includes, recording a user-defined video; wherein arranging the playable portions of the video game includes arranging the user-defined video at a location within the series preceding or following one of the playable portions of the video game. In one embodiment, the user-defined video includes video of at least one of the user-defined portions of the user's recorded game mechanics.
In another embodiment, a tangible computer-readable medium is provided that has program instructions built into it to generate a limited playable version of a video game, including the following program instructions for recording user game mechanics of a full version of the game. videogame; program instructions for determining a plurality of user-defined portions of the user's recorded game mechanics; Program instructions for, for each user-defined portion, define limits within a gameplay context of the video game based on the user-defined portion, and generate a playable portion of the video game based on the defined limits ; program instructions for arranging each of the playable portions of the video game in a series to define the limited version of the
100
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D € LA í hGHÜÜ Vj <·. . · - / 'industrial - · *' video game.
In one embodiment, determining each user-defined portion of the user's recorded game mechanics includes receiving a user-defined start point and a user-defined end point within the user recorded game mechanics, and determining the User defined portion based on received user defined start point and user defined end point.
In one embodiment, recording the user's game mechanics includes recording one or more of the user's input data or game state data. In one embodiment, generating the playable portion of the video game includes analyzing the game state data to identify code elements, and assembling the code elements to define executable code by defining the playable portion of the video game.
In one embodiment, the tangible computer readable medium further includes, program instructions for, for each user-defined portion, analyzing the user's recorded game mechanics to determine the user's game state settings; and where generating the playable portion of the video game includes defining the playable portion of the video game to have initial game state settings based on the particular user game state settings.
In another embodiment, a system is provided, including the following: at least one server computer device, at least one server computer device that has logic to generate a
101 ί. '/
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From ί. / «- ... -s limited playable version of a video game, which includes, logic páfá ^ rabar'ürra 'user game mechanics of a full version deT video' j uegóTfogicá to determine a plurality of user-defined portions of recorded game mechanics of the user; logic for, for each user-defined portion, defining limits within a context of video game mechanics based on the user-defined portion, and generating a playable portion of the video game based on defined limits; logic to place each of the playable portions of the video game in a series to define the limited version of the video game.
In one embodiment, determining each user-defined portion of the user's recorded game mechanics includes receiving a user-defined start point and a user-defined end point within the user recorded game mechanics, and determining the User defined portion based on received user defined start point and user defined end point.
In one embodiment, recording the user's game mechanics includes recording one or more of the user's input data or game state data. In one embodiment, generating the playable portion of the video game includes analyzing the game state data to identify code elements, and assembling the code elements to define executable code by defining the playable portion of the video game.
In one embodiment, the logic further includes logic for, for each user-defined portion, analyzing the recorded game mechanics
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user to determine user game state settings; and where generating the playable portion of the video game includes defining the playable portion of the video game to have initial game state settings based on the determined user game state settings.
Sharing recorded game mechanics to a social profile In one embodiment, a method is provided for sharing the recorded game mechanics to a social profile, including the operations of the following method: recording video of a user's game mechanics during an active state of a game mechanics session; receive a command to initiate a share operation during the active state of the game session; in response to receiving the command, entering the paused state of the game mechanics session and presenting a sharing interface; process the input received via the sharing interface to determine a user-defined selection of the recorded video; share the user-defined selection of the recorded video to a user's social profile; resume the active state of the game mechanics session; where the method is executed by a processor.
In one embodiment, video recording of the user's game mechanics includes storing the video in a temporary memory during the active state of the game mechanics session.
In one embodiment, presenting the sharing interface includes
103
TO GO
PRR ·,; -<sub>:</sub> retrieve and present one or more portions of the video from the buffer.
In one embodiment, the sharing interface includes a duration selector to define a duration of the user-defined selection.
In one embodiment, sharing the selection includes uploading the selection for availability to a social network service that defines the user's social profile.
In one embodiment, loading the selection includes compressing the selection and loading the compressed selection.
In one embodiment, sharing the selection includes generating a notification to a member of the user's social profile.
In one embodiment, notification is defined by one or more of a private message, a chat message, a game login notification, a post to a social news source, an email.
In one embodiment, sharing the selection includes presenting the selection on a user profile page.
In one mode, receiving the command to start the sharing operation is defined from a push button on a controller device.
In another embodiment, a method of sharing the recorded game mechanics to a social profile is provided, including the operations of the following method: recording video of a user game mechanic during an active state of a game mechanic session; receive a command
104 ΐ τ 1 b
12SSTI Γ \; ··
DL LA to initiate a shared operation during the active state of the game mechanics session; in response to receiving the command, determine a user-defined selection of the recorded video; share the user-defined selection of the recorded video to a user's social profile; where the method is executed by a processor.
In one embodiment, video recording of the user's game mechanics includes storing the video in a temporary memory during the active state of the game mechanics session.
In one embodiment, determining the user-defined selection of the recorded video includes retrieving and displaying the video from the temporary memory, and processing the user input by identifying a portion of the video.
In one embodiment, sharing the selection includes uploading the selection for availability to a social network service that defines the user's social profile.
In one mode, receiving the command to start the sharing operation is defined from a push button on a controller device.
In another embodiment, a non-transient computer readable medium is provided that has program instructions defined in it to share the recorded game mechanics to a social profile. Program instructions include: program instructions for recording video of a user game mechanic during an active state of a game mechanic session; program instructions to receive a command to
105 start a shared operation during the active state of the game mechanics session; program instructions to, in response to receiving the command, determine a user-defined selection of the recorded video; Program instructions to share the defined selection of the recorded video to a user's social profile.
In one embodiment, video recording of the user's game mechanics includes storing the video in a temporary memory during the active state of the game mechanics session.
In one embodiment, determining the user-defined selection 10 of the recorded video includes retrieving and displaying the video from the temporary memory, and processing the user input by identifying a portion of the video.
In one embodiment, sharing the selection includes uploading the selection for availability to a social network service that defines the user's social profile.
In one mode, receiving the command to start the sharing operation is defined from a push button on a controller device.
Remote control of a first user game mechanic by a second user
In one embodiment, a method is provided for providing remote control of a user game mechanic, the method includes the following method operations: displaying a video feed on
106
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PE LA rRCp¿., .-.> MíV> 'I live from a first user game mechanic towards a second user; processing a request for game transition control of game mechanics from the first user to the second user; initiate control of the game mechanics of the first user by the second user; where the method is executed by at least one processor.
In one embodiment, initiating control of the game mechanics of the first user by the second user includes disabling control of the game mechanics of the first user by a first controller device associated with the first user, and activating control of the game mechanics of the first user. play of the first user by a second controller device associated with the second user.
In one embodiment, control of the game mechanics of the first user by the second controller device includes receiving input commands from the second controller device and applying input commands to define the game mechanics of the first user.
In one embodiment, live video feed is presented through a social interface to the second user, the social interface provides access to a second user's social profile, the first user being defined as a member of the second user's social profile .
In one embodiment, the social interface includes a comment interface for posting comments during the first user's game mechanics.
In one mode, process the request for transition control
107
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includes receiving an acknowledgment from the first user to allow control of the game mechanics of the first user by the second user.
In one embodiment, where presenting the live video feed of the game mechanics from the first user to the second user includes presenting the live video feed in a non-full screen format; e Initiating control of the first user's game mechanics by the second user includes activating the live video feed presentation in a full screen format.
In another embodiment, a method is provided for providing multiplayer game mechanics, including the following method operations: presenting live video feed of the game mechanics session from the first user to a second remote user; process a request for a second user to join the first user's game mechanics session; ¡Gameplay mechanics by the second user in the gameplay session of the first user; where the method is executed by at least one processor.
In one embodiment, starting game mechanics by the second user in the first user game mechanics session includes starting a multiplayer mode of a video game.
In one embodiment, live video feed is presented through a social interface to the second user, the social interface provides access to a second user's social profile, the first user being defined as a member of the second user's social profile .
108
Π <sup>F</sup> γ ·:
In one embodiment, the social interface includes a comment interface for posting comments during the first user's game mechanics.
In one embodiment, processing the request to join the first user game mechanics session 5 includes receiving an acknowledgment from the first user to allow game mechanics by the second user in the first user mechanics session.
In one embodiment, presenting the live video feed of the game mechanics from the first user to the second user includes presenting the live video feed in a non-full screen format; and initiating game mechanics by the second user in the first user game mechanics session includes activating the live video feed presentation in a full screen format.
In another embodiment, a non-transient computer readable medium is provided that has program instructions built into it to provide remote control of a user game mechanic, program instructions include: program instructions for displaying a live video feed from a game mechanic of the first user to a second remote user; program instructions to process a request for transition control of game mechanics from the first user to the second user; Program instructions to start control of the game mechanics of the first user by the second user.
109
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In one embodiment, initiating control of the game mechanics of the first user by the second user includes disabling control of the game mechanics of the first user by a first controller device associated with the first user, and activating control of the game mechanics of the first user. play of the first user by a second controller device associated with the second user.
In one embodiment, control of the game mechanics of the first user by the second controller device includes receiving input commands from the second controller device and applying input commands to define the game mechanics of the first user.
In one embodiment, live video feed is presented through a social interface to the second user, the social interface provides access to a second user's social profile, the first user being defined as a member of the second user's social profile .
In one embodiment, the social interface includes a comment interface for posting comments during the first user's game mechanics.
In one embodiment, processing the request for transition control includes receiving an acknowledgment from the first user to allow control of the game mechanics of the first user by the second user.
In one embodiment, presenting the live video feed of the game mechanics from the first user to the second user includes presenting the live video feed in a non-full screen format; and
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INL-US7MAL '2_ initiating control of the game mechanics of the first user by the second user includes activating the live video feed presentation in a full screen format.
Figure 20 illustrates hardware and user interfaces that can be used to provide interactivity with a video game, in accordance with an embodiment of the present invention. Figure 20 schematically illustrates the overall system architecture of the Sony® Playstation 3® entertainment device, a console that may be compatible to interface a control device with a computer program running on a base computing device in accordance with the modalities of the present invention. A system unit is provided
2000 with various peripheral devices connectable to system unit 2000. System unit 2000 comprises: a Cell Processor 2028;
a Rambus® 15 2026 Dynamic Random Access Memory (XDRAM) unit; a 2030 Reality Synthesizer graphics unit with a dedicated 2032 Video Random Access Memory (VRAM) unit; and a bridge
I / O 2034. The 2000 system unit also includes a Blu Ray® Disk BD-ROM® 2040 optical disc reader for reading from a 2040a disk and a 2036 removable in-slot (HDD) hard drive, accessible via from the I / O bridge 2034. Optionally the system unit 2000 also comprises a memory card reader 2038 for reading compact flash memory cards, Memory Stick® memory cards and the like, which is similarly accessible via the I / O bridge 2034.
111
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The I / O bridge 2034 also connects to six Bus ports
Universal Serial (USB) 2.0 2024, one dégTgáblf'2O ~ 22 Ethernet port, one IEEE 802.11 b / g (W¡-F¡) 2020 wireless network port and one 2018 Bluetooth® wireless link port capable of supporting up to seven connections
Bluetooth.
In operation, the 2034 I / O Bridge handles all wireless, USB, and Ethernet data, including data from one or more 2002-2003 game controllers. For example, when a user is playing a game, the I / O bridge 2034 receives data from the 2002-2003 game controller via a Bluetooth link and directs it to the Cell 2028 processor, which updates the current state of the game as corresponds.
Wireless USB and Ethernet ports also provide connectivity for other peripheral devices in addition to 2002-2003 game controllers, such as: a 2004 remote control; a 2006 keyboard; a 15 mouse 2008; a 2010 portable entertainment device such as a Sony Playstation Portable® entertainment device; a video camera such as an EyeToy® 2012 video camera; a microphone earphone
2014; and a 2015 microphone. Such peripheral devices can therefore be connected to the system 2000 unit wirelessly; for example the 2010 portable entertainment device can communicate via an ad-hoc Wi-F¡ connection, while the 2014 microphone headset can communicate via a Bluetooth link.
The provision of these interfaces means that the device
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Playstation 3 is also compatible with other devices <sub>Λ—</sub>^^<sub>βΜββΒίΒ</sub>ββ.116ΛΓ «*<sup>14</sup>'<sup>ΛΛ, =;</sup>*<sup>;</sup>·<sup>, Γ</sup>·'<sup>;</sup>'·' * '*' · - peripherals such as digital video recorders (DVRs), junction boxes, digital cameras, portable media players, Voice over IR phones, mobile phones, printers and scanners.
Additionally, a 2016 Legacy Memory Card Reader can be connected to the system unit via a 2024 USB port, allowing 2048 memory cards of the type used by Playstation® or Playstation 2® devices to be read.
The 2002-2003 game controllers are operable to communicate wirelessly with the 2000 system unit via the link
Bluetooth, or to be connected to a USB port, which also provides power through which to charge the battery of the 2002-2003 game controllers. 2002-2003 game controllers may also include memory, a processor, a memory card reader, permanent memory such as flash memory, light emitters such as a lighted ball section, LEDs, or infrared lights, a microphone, and communication speakers ultrasound, an acoustic camera, a digital camera, an internal clock, a recognizable shape such as the spherical section facing the game console, and wireless communications using protocols such as Bluetooth®, WiFi ™, etc.
The 2002 game controller is a controller designed to be used with two hands, and the 2003 game controller is a single hand controller with an attachment. In addition to one or more analog sticks and
113
I Τ Ρ '! <......
ΐΝΐτ: · '·· *:' of r:, ..... \ conventional control buttons, the game controller is susceptible to three-dimensional location determination. Accordingly, the "geysios" and movements by the user of the game controller can be translated as inputs to a game in addition to or instead of the conventional button or game lever commands. Optionally, other wirelessly enabled peripheral devices such as the Playstation ™ Portable device can be used as a controller. In the case of the Playstation ™ Portable device, additional game or control information (for example, control instructions or number of lives) can be provided on the screen of the device. Other alternative or complementary control devices may also be used, such as a dance mat (not shown), a light gun (not shown), a steering wheel and pedals (not shown), or custom controllers, such as a single button or multiple lengths for a quick response test game (not shown either).
The 2004 remote control is also operable to communicate wirelessly with the 2000 system unit via a Bluetooth link. The remote control 704 comprises controls suitable for the operation of the Blu Ray ™ Disk BD-ROM 2040 reader and for the navigation of the disc contents.
The Blu Ray ™ Disk BD-ROM 2040 reader is operable to read the
CD-ROMs compatible with Playstation and Playstation 2 devices, in addition to conventional pre-recorded and rewritable CDs, and the so-called
Super Audio CDs. The 2040 drive is also operable to read DVD-ROMs
114 ί,. 'ί,' ι / ί / ?.
r; ..- · '. · .. · compatible with Playstation 2 and Playstation 3 devices, as well as conventional pre-recorded and recordable DVDs. The 2040 reader is also operable to read BD-ROMs compatible with the Playstation 3 device, as well as conventional pre-recorded and recordable Blu-Ray Discs.
The 2000 system unit is operable to supply audio and video, generated or decoded by the Playstation 3 device via the Reality Synthesizer 2030 graphics unit, through audio and video connectors to a sound output device and display 2042 such such as a monitor or television that has a 2044 screen and one or more 2046 speakers.
The 2050 audio connectors can include conventional analog and digital outputs while the 2052 video connectors can variously include video, S-video, composite video components and one or more High Definition Multimedia Interface (HDMI) outputs. Consequently, the video output is in formats such as PAL or NTSC or 720o,
1080i or 1080p high definition.
Audio processing (generation, decoding, etc.) is performed by the Cell 2028 processor. The Playstation 3 device's operating system supports Dolby® 5.1, surround sound, Dolby® Theater Surround (DTS), and 7.1 surround sound decoding. Blu-Ray® discs.
In the present embodiment, the 2012 video camera comprises a single-load coupled device (CCD), an LED indicator, and real-time data compression based on hardware and apparatus.
115
<img file="MX356707B_D0061.tif" />
encoding such that compressed video data can be transmitted in an appropriate format such as a standard MPEG (Moving Image Expert Group) -based intra-image for decoding by the 2000 system unit. The camera LED indicator is arranged to illuminate in response to appropriate control data from the 2000 system unit, for example to signify adverse lighting conditions. The 2012 video camera modes can be variously connected to the 700 system unit via a USB, Bluetooth or Wi-Fi communication port. Video camera modalities may include one or more associated microphones and also be capable of transmitting audio data. In the video camera modes, the CCD can have a resolution appropriate for capturing high definition video. In use, images captured by the video camera can be embedded for example within a game or interpreted as game control inputs. In another embodiment the camera is an infrared camera suitable for detecting infrared light.
In general for successful data communication to occur with a peripheral device such as a video camera or remote control via one of the communication ports of the 2000 system unit, an appropriate piece of software such as a device unit should be provided. Device unit technology is well known and will not be described in detail here, except to say that skilled persons will be alert to what a device unit or similar software interface may be required
116 ϊ. & / '' '·. ,
INSTiTVrc · s<sup>1</sup>:,
D £ LA Π ·: ίΧ \ ΐ », ύ;
INDUSTríAL in the described modality.
Figure 21 illustrates additional hardware that can be used to process instructions, in accordance with an embodiment of the present invention. The Cell 2028 processor has an architecture comprising four basic components: external input and output structures comprising a memory controller 2160 and a dual bus interface controller 2170A, B; a main processor referred to as the 2150 Power Processing Element; eight co-processors referred to as 2110A-H Synergic Processing Elements (SPEs) and a circular data bus connecting the above components referred to as the 2180 Element Interconnect Bus. The total floating point performance of Cell processing is 218 GFLOPS , compared to the GFLOPs 6.2 of the Emotion Engine of the Playstation 2 device.
The 2150 Power Processing Element (PPE) is based on a simultaneous (PPU) 855 adaptive PowerPC Power 570 multithreaded two-way core running with a 3.2 GHz internal clock. This comprises a level 2 (L2) 512 kB cache. cache and a 32 kB level 1 (L1) cache. The PPE 2150 is capable of eight unique position operations per clock cycle, translating up to 25.6 GFLOPs at 3.2 GHz. The primary role of the PPE 2150 is to act as a controller for the Synergic Processing Elements 2110A-H, which handles most of the computational workload. In operation the PPE 2150 maintains a work queue, planning jobs for the Elements of
117
-1·'·
Synergic Processing 2110A-H and monitor its progress. Consequently, each Synergic Processing Element 2Í1ÓÁ-H runs a nucleus whose role is to bring a job, execute it and tune into it.
PPE2150.
Each 2110A-H Synergic Processing Element (SPE) comprises a respective 2120AH Synergic Processing Unit (SPU), and a respective 2140A-H Memory Flow Controller (MFC) comprising in turn a respective Dynamic Memory Access Controller ( DMAC) 2142A-H, a respective Memory Management Unit (MMU) 2144A-H and a bus interface (not shown). Each SPU 2120A-H is a RISC processor clocked at 3.2 GHz and comprising 256 kB local RAM 2130A-H, initially expandable to 4 GB. Each SPE provides a unique 25.6 theoretical precision performance GFLOPS. A SPU can operate on 4 single precision floating point elements, 4 32-bit numbers, 8 16-bit integers, or 16 8-bit integers in a single clock cycle. In the same clock cycle it can also perform a memory operation. The SPU 2120A-H does not directly access the memory of the XDRAM 2026 system; the 64-bit address formed by SPU 2120A-H is passed to MFC 2140A-H which instructs its controller
DMA 2142A-H to the access memory via the Interconnection Bus of
Element 2180 and the memory controller 2160.
Element Interconnect Bus (EIB) 2180 is a logically circular internal communication bus to Cell 2028 processor
118
<img file="MX356707B_D0062.tif" />
Λ
IHS'V · which connects the processor elements above, namely the PPE 2150, the memory controller 2160, the dual bus interface 2170A.B and the 8 SPEs 2110A-H, with a total of 12 participants. Participants can simultaneously read and write to the bus at a rate of 8 bytes per duty cycle. As noted above, each SPE 2110A-H comprises a DMAC 2142A-H to plan for larger read and write sequences. The EIB comprises four channels, two each clockwise and counterclockwise. Consequently for twelve participants, the longest rung of data flow between any two participants is six steps in the appropriate direction. The theoretical instantaneous peak EIB bandwidth for 12 slots is therefore 96B per clock, in the case of full utilization through arbitration between participants. This equates to a theoretical peak bandwidth of 307.2 GB / s (gigabytes per second) at a clock speed of 3.2 GHz.
The 2160 memory controller comprises an XDRAM interface
2162, developed by Rambus Incorporated. The memory controller interfaces with the Rambus XDRAM 2026 with a theoretical peak bandwidth of 25.6 GB / s.
The 2170 A, B dual bus interface comprises a Rambus FlexIO® 2172A, B system interface. The interface is organized into 12 channels each being 8 bits wide, with five paths being incoming and seven outgoing. This provides a theoretical peak bandwidth of
62.4 GB / s (36.4 GB / s final sequence, 26 GB / s initial sequence) between
119 Cell processor and I / O Bridge 2034 via the 2170A controller and the Reality Simulator 2130 graphics unit via the 2170B controller.
The data sent by the Cell 2128 processor to the 2130 Reality Simulator graphics unit will typically comprise display lists, being a script to drawing vertices, applying textures to polygons, specific lighting conditions, and so on.
FIG. 22 is an exemplary illustration from scene A to scene E with respective user A to user E interacting with gaming clients 2202 that are connected to the processing server via the Internet, in accordance with an embodiment of the present invention. . A gaming client is a device that allows users to connect to server applications and processing via the internet. The game client allows users to access and play online entertainment content such as, but not limited to, games, movies, music, and photos. Additionally, the gaming client can provide access to online communication applications such as VOIP, text conversation protocols, and email.
A user interacts with the game client via the controller.
In some modes the controller is a game client specific controller while in other modes the controller may be a keyboard and mouse combination. In one embodiment, the gaming client is a standalone device capable of outputting audio and video signals for
120 create a multimedia environment through a monitor / television and associated audio equipment. For example, the gaming client may be, but is not limited to, a thin client, an internal PCI-express card, an external PCI-express device, an ExpressCard device, an internal, external, or wireless USB device, or a Firewire device etc. In other embodiments, the gaming client is integrated with a television or other multimedia device such as a DVR, Blu-Ray player, DVD player, or multi-channel receiver.
Within scene A of Figure 22, user A interacts 10 with a client application deployed on a monitor 2204A using a controller 2206A supplemented with the game client 2202A.
Similarly, with scene B, user B interacts with another client application that is deployed to monitor 2204B using a controller 2206B supplemented with game client 2202B. Scene C illustrates a view from behind of user C when viewed on a monitor displaying a game and friends list from game client 2202C. Although Figure 22 shows a single server processing module, in one embodiment, there are multiple server processing modules throughout the world. Each server processing module includes sub-modules for user session control, sharing / communication logic, user geo-location, and load balancing processing service. Additionally, a server processing module includes distributed storage and network processing.
<img file="MX356707B_D0063.tif" />
. * s
121
When a game client 2202 connects to a server processing module, the user session control can be used to authenticate the user. An authenticated user can have associated virtualized distributed storage and virtualized network processing. Sample objects that can be stored as part of a user's virtualized distributed storage include purchasing media such as, but not limited to games, videos, and music etc. Additionally, distributed storage can be used to save game state for multiple games, custom settings for individual games, and general settings for the game client. In one embodiment, the user geo-location module of the processing server is used to determine the geographic location of a user and their respective gaming client. The user's geographic location can be used by both the sharing / communication logic and the load balancing processing service to optimize performance based on geographic location and processing demands of multiple server processing modules. Virtualizing either or both network processing and network storage could allow game client processing tasks to be dynamically shifted to the underutilized server processing module (s). Thus, load balancing can be used to minimize latency associated with both storage recalls and data transmission between server processing modules and gaming clients.
<img file="MX356707B_D0064.tif" />
<img file="MX356707B_D0065.tif" />
122
The server processing module has instances of server application A and server application B. The server processing module is capable of supporting multiple server applications as indicated by the X-ι server application and X2 server application. In one embodiment, server processing is based on group computing architecture that allows multiple processors within a group to process server applications. In another embodiment, a different type of multi-computer processing scheme is applied to process server applications. This allows server processing to be scaled to accommodate a larger number of gaming clients by running multiple client applications and corresponding server applications. Alternatively, server processing can be scaled to accommodate the increased computing demands needed by more graphics demanding processing or gaming, video compression, or application complexity. In one embodiment, the server processing module performs most of the processing via the server application. This allows relatively expensive components such as graphics processors, RAM, and general processors to be centrally located and reduces the cost of the gaming client. The processed server application data is sent back to the corresponding game client via the internet to be displayed on a monitor.
Scene C illustrates an exemplary application that can be run by the game client and server processing module. By
123 yi /, ·:
For example, in a game client mode 2202C, user C is allowed to create and view a buddy list 2220 that includes user A, user B, user D, and user E. As shown in scene C, User C is able to view real-time images or avatars of the respective user on monitor 2204C. The processing server runs the respective applications of the game client 2202C and with the respective game clients 2202 of user A, user B, user D and user E. Because the processing server is alert to the applications that are executed by the game client B, the friend list for the user
A can indicate which user B of the game is playing. Still further, in one embodiment, user A can currently watch the video game directly from user B. This is enabled by merely sending server application data processed by user B to client A of the game in addition to client B of the game. game.
In addition to being able to watch video from friends, the communication application can allow real-time communication between friends. As applied to the previous example, this allows user A to provide incentive or cues while watching user B's real-time video. In a two-way real-time voice communication mode, it is established through a client / server application. . In another mode, a client / server application allows virtual text conversation. In yet another embodiment, a client / server application converts speech to text for display on a friend's screen.
<img file="MX356707B_D0066.tif" />
124 inst »tut¿ · v. of the r; <·. · ..
Scene D and Scene E illustrate the respective user D and user E interacting with the game consoles 2210D and 221 OE respectively. Each 2210D and 2210E game console connects to the server processing module and illustrates a network where the server processing modules coordinate the game mechanics for both game consoles and game clients.
Figure 23 illustrates one embodiment of a
Provider Service Information. Service Providers
2370 Information (ISP) sends a multitude of services and information to 2382 geographically dispersed and network-connected 2386 users. An ISP can send just one type of service, such as reserve price updates, or a variety of services such as medium broadcast, news, sports, game, etc. Additionally, the services offered by each ISP are dynamic, that is, services can be incorporated or taken away at any point in time. Thus, the ISP providing a particular type of service to a particular individual can change over time. For example, a user can be served by an ISP in close proximity to the user while the user is in his home city, and the user can be served by a different ISP when the user travels to a different city. The home city ISP will transfer the required information and data to the new ISP such that the user information follows the user to the new city making the data closer to the user and easier to access. In another mode, a server-master relationship can
125
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IN5T5M · ;. · · Μ
Pe LA. ..:. · · <* Be established between a master ISP, which manages the information for the user, and an ISP server that interfaces directly with the user under the control of the master ISP. In another embodiment, data is transferred from one ISP to another ISP when the client moves around the world to make the ISP in a better position so that the service to the user is one that sends these services.
ISP 2370 includes the Application Service Provider (ASP)
2372, which provides computer-based services to clients over a network. Software offered using an ASP model is also sometimes called software on demand or software as a service (SaaS). A simple way to provide access to a particular application application program (such as customer relationship management) is by using a standard protocol such as HTTP. The application software resides on the vendor's system and is accessed by users through a web browser using
HTML, through vendor-supplied special-purpose client software, or other remote interface such as a thin client.
Services sent over a wide geographic area frequently use cloud computing. Cloud computing is a style of computing in which frequently virtualized and dynamically scalable resources are provided as a service over the Internet. Users do not need to be an expert in the cloud infrastructure technology that supports them. Cloud computing can be divided into different services, such as Infrastructure as a Service
126 (laaS), Platform as a Service (PaaS), and Software as a Service (SaaS). Cloud computing services often provide common online business applications that are accessed from a web browser, while software and data are stored on servers. The term cloud is used as a metaphor for the Internet, based on how the Internet is illustrated in computer network diagrams and is an abstraction for the complex infrastructure it hides.
In addition, ISP 2370 includes a 2374 10 Game Processing Server (GPS) which is used by gaming clients to play and multiplayer video games. Most of the video games played over the Internet operate via a connection to a game server. Typically, games use a dedicated server application that collects player data and distributes it to other players. This is more efficient and effective than a peer-to-peer arrangement, but requires a separate server to the host application's host computer. In another modality, the GPS establishes communication between the players and their respective information exchange game mechanics devices without falling back on the centralized GPS.
Dedicated GPSs are servers which run independently of the client. Such servers usually run on dedicated hardware located in data centers, providing more bandwidth and dedicated processing power. Dedicated servers are
127
<img file="MX356707B_D0067.tif" />
INSTiT: · '· τ /
DLL /. .Τ '¡z /, · .....
the preferred method of hosting game servers for most_ PC based multiplayer games. Massively multiplayer online games run on dedicated servers usually hosted by the software company that owns the game title, allowing them to control and update content.
Transmission Processing Server (BPS) 2376 distributes audio and video signals to an audience. Broadcasting to a very narrow audience interval is sometimes called controlled news. The final record of transmission distribution is how the signal reaches the listener or observer, and it can arrive over the air as with a radio or TV station towards an antenna and receiver, or it can come through TV cable or radio cable (or Wireless cable) via the station or directly from a network. The Internet can also carry a radio or TV to the recipient, especially with a multidlfuslón allowing the signal and bandwidth to be shared. Historically, broadcasts have been delimited by a geographic region, such as national broadcasts or regional broadcasts. However, with the proliferation of fast internet, broadcasts are not geographically defined as content can reach almost any country in the world.
Storage Service Provider (SSP) 2378 provides computer storage space and related management services. SSPs also offer periodic and archived backup.
By offering storage as a service, users can order more
128 instítu'í · :? λ ·· .... i '... ·· of the ¡-íp.y. '. And storage as required. Another main advantage is that SSPs include backup services and users will not lose all their data if their computer disk drives fail. Furthermore, a plurality of SSPs can have full or partial copies of user data, allowing access to the data in an efficient manner regardless of where the user or device is being used to access the data. For example, a user can access personal files on the local computer as well as on a mobile phone while the user is on the go.
Communications Provider 380 provides connectivity to users. One type of Communications Provider is an Internet Service Provider (ISP) which offers access to the Internet. The ISP connects its clients using appropriate data transmission technology to send Internet Protocol datagrams, such as dial-up, DSL, cable modem, wireless or dedicated high-speed interconnects. The
Communications Provider can also provide messaging services, such as email, instant messaging, and text SMS. Another type of Communications Provider is the Network Service Provider (NSP) which sells network or broadband access by providing direct backbone access to the Internet. Network service providers may consist of telecommunications companies, data carriers, wireless communications providers, Internet service providers, cable television operators offering Internet access to
129
<img file="MX356707B_D0068.tif" />
high speed etc.
2388 Data Exchange interconnects the various modules within ISP 2370 and connects these modules to 2382 users via the 2386 network. 2388 Data Exchange can cover a small area where all ISP 2370 modules are in close proximity, or can cover a large geographic area when the different modules are geographically dispersed. For example, 2388 Data Exchange can include a fast (or faster) Gigabit Ethernet within a data center cabinet, or an intercontinental virtual area network (VLAN).
2382 users access remote services with the 2384 client device, which includes at least one CPU, one display, and I / O. The client device can be a PC, a mobile phone, an ultraportable computer, a PDA, etc. In one embodiment, ISP 2370 recognizes the type of device used by the customer and adjusts the communication method used. In other cases, ISP 2370 recognizes the type of device used by the customer and adjusts the communication method used.
The embodiments of the present invention can be practiced with various computer system configurations including portable devices, microprocessor systems, microprocessor based or programmable consumer electronics, microcomputers, supercomputers, and the like. The invention can also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a network.
130 wireless or cable-based.
With the above embodiments in mind, it should be understood that the invention may employ various computer implemented operations involving data stored in computer systems. Those operations are those requiring physical manipulation of physical quantities. Any of the operations described herein that are part of the invention are useful machine operations. The invention also relates to a device or apparatus for performing these operations. The apparatus may be specially constructed for the required purpose, or the apparatus may be a selectively activated general purpose computer or configured by a computer program stored in the computer. In particular, various general-purpose machines may be used with computer programs written in accordance with the teachings herein, or it may be more convenient to contribute more specialized apparatus to perform the required operations.
The invention may also be represented as computer-readable code on a computer-readable medium. Computer readable media is any data storage device that can store data, which can then be read by a computer system. Examples of computer-readable media include hard drives, network attached storage (ÑAS), read-only memory, random access memory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes, and others.
131
<img file="MX356707B_D0069.tif" />
non-optical and optical data storage devices. The computer readable medium may include tangible computer readable medium distributed over a network-coupled computer system such that the computer readable code is stored and executed in a distributed manner.
Although the operations of the method were described in a specific order, it should be understood that other maintenance operations can be performed between operations, or that operations can be adjusted in such a way that they occur at slightly different times, or can be distributed in a system. which allows the occurrence of processing operations at various intervals associated with processing, as long as the overlay operations are processed in the desired way.
Although the foregoing invention has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications may be practiced within the scope of the appended claims. Accordingly, the present embodiments are considered to be illustrative and not restrictive, and the invention is not to be limited to the details given herein, but may be modified within the scope and equivalents of the appended claims.
132
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189 members in 11 offices
Priority claims12
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| TWI609714B | Taiwan Province of China | B | |
| US2018001199A1 | United States of America | A1 | |
| US9861898B2 | United States of America | B2 |
1 legal event, as the office reported them to INPADOC
Events
| Event | Code | |
|---|---|---|
| Grant or registrationFG | FG |
Numbers
- Publication
- 356707
- Application
- 227
Titles2
- Spanish
- GENERACIÓN AUTOMÁTICA DE MINI-JUEGOS SUGERIDOS PARA JUEGO EN LA NUBE CON BASE EN LA MECÁNICA DE JUEGO GRABADA.
- English
- AUTOMATIC GENERATION OF SUGGESTED MINI-GAMES FOR CLOUD-GAMING BASED ON RECORDED GAMEPLAY.
Classification
- CPC, 16
- A63F13/47
- A63F13/497
- A63F13/88
- A63F13/60
- A63F13/35
- A63F13/533
- A63F13/69
- A63F13/73
- A63F13/795
- A63F13/87
- H04N21/4781
- H04N21/4788
- A63F2300/554
- A63F2300/57
- A63F13/49
- A63F13/67
- IPC, 3
- A63F9 24
- A63F13 60
- A63F13 63