专利摘要:
METHOD AND SYSTEM FOR MANAGING WARNING TO PLAY GAME GENERATED BY THE USER, AND, LEGIBLE STORAGE MEDIA BY COMPUTER. The generation, association and display of labels in play are described. Such tags introduce an additional dimension of community participation in both single player and multiplayer games. Through these tags, players are able to communicate through filtered images and text messages, as well as audio clips that other players in the game, including high-ranking players, have generated and placed in particular coordinates and / or in the context of private events within the game space. The currently described in-game tags and associated user-generated content still allow tag-based searches in relation to playing the game.
公开号:BR112012028924B1
申请号:R112012028924-1
申请日:2011-02-04
公开日:2021-02-09
发明作者:George Weising
申请人:Sony Computer Entertainment America Llc;
IPC主号:
专利说明:

BACKGROUND OF THE INVENTION Field of the Invention
[001] The present invention generally relates to interactive games. More specifically, this application refers to the placement of user-generated content to assist a user in playing interactive games. Description of the Related Art
[002] Improvements in processing power and graphics quality have led to increasingly complex interactive gaming environments. For example, the PlayStation® 3 RSX graphics processor allows the freedom of expression of graphics when creating state-of-the-art 3D images in real time. Working in conjunction with Sony Computer Entertainment Inc.'s Cell Broadband EngineTM architecture, the RSX processor generated graphics that are unmatched in terms of quality and realism.
[003] Increasingly complex gaming environments have, in turn, resulted in more complex story lines, game objectives, missions and tasks, and capabilities associated with game avatars. As a result, interactive play has become more challenging even for experienced game players. If the game becomes too challenging, however, players can abandon the future game to avoid frustration.
[004] To help players overcome obstacles or achieve goals in a variety of interactive games, several content providers have started publishing game magazines. These magazines provide game players with a “path” that tells the reader where to go and what to do in order to “win” the game or get the highest score possible. Hints or suggestions regarding special moves or avatar abilities can also be described in these game magazines.
[005] Although these magazines can be informative, they suffer from a number of drawbacks. If the magazine is not published by an official source (for example, an official partner of the game developer), the magazine may omit essential information. In some cases, an official magazine may publish incorrect information. The incorrect information can also result from the tendency to rush and publish these magazines simultaneously with the launch of an interactive game title to allow competing purchase, even if the magazine is published by an official source.
[006] Players can also discover “Easter Eggs” or other secrets during the course of the game. These secrets may not even be part of an official magazine due to the fact that some game design engineers “go through” these Easter Eggs without the magazine editor’s knowledge. Many interactive games also allow for the creation of special moves that may not have been initially designed by the game developer. As a result, these special moves are not a part of the game magazine, official or otherwise, as their development occurs after the magazine and associated game has gone on the market.
[007] Once game magazines are published, subsequent editions tend not to be published. The lack of updated later editions can increase the information that can be denied to game players. Unique game situations or circumstances may not be apparent until the interactive game is played by a large number of players. These situations and circumstances cannot be addressed in the games magazine, thus leaving game players at a loss as to how they can adequately resolve them.
[008] In contrast, the Internet offers the opportunity for endless publications and republishings of information. Notwithstanding the endless publishing possibilities, websites on the Internet are generally decentralized and disorganized. In some cases, there is no "official website" that game developers may want game players to purchase an official "free" magazine, instead of accessing a free online website. In addition, one website may offer a solution to a particular gambling situation while another website may offer a solution to another situation. In order for a game player to obtain a complete "path" to a particular interactive game, the user may have to visit several sites on the Internet. Since these sites tend to be “unofficial”, there is often a problem with the veracity or accuracy of the information presented on those sites.
[009] An additional deficiency in the solutions of the prior art mentioned above is the fact that this information - regardless of the source, completeness or quality - has no contextual relevance. Some game environments include a variety of game "acts" or "levels"; these scenes or levels often include a variety of subsidiary “scenes” or “stages”. For example, a game based on the D-Day military offensive may involve four scenes: crossing the English Channel; advance to Omaha Beach; take artillery positions on the shore and secure numerous military objectives in the French countryside. The game warning about the best way to maneuver LCM landing craft while crossing the English Channel is of no value to the player who currently needs advice on how best to conduct a room-to-room search in the bombed out buildings of the neighboring city of Bayeux. By locating the contextually appropriate game warning, the game can be time-consuming if not confusing for a player in the "heat of battle".
[0010] The state of the art games mentioned above present solutions that also leave something to be desired due to the lack of real-time provisioning of information. Many of today's interactive games are incredibly realistic, intensive action simulations, like Warhawk from Sony Computer Entertainment America Inc. A game player often finds himself "in the zone" with regards to the game. If a game player is continually forced to interrupt the game (for example, “pause” the game) in order to flip through the pages of a game magazine or to click through multiple pages of content on the Internet, the player will quickly lose your pace. In such complex gaming environments, the loss of pace can be at the expense of continuous play regardless of any tips or information that may have been acquired during the interruption.
[0011] Many games are also network or community based with multiple players located around the country or around the world. Such games can take place in real time. In some of these games, stopping the game via the “pause” feature may not be an option as well as it may be available in a single player environment. The player may be forced to leave a game on a private network, because the game environment cannot exist in a standby / paused state for one player and still continue in real time for everyone else.
[0012] Although some network or community based games may allow a “pause” or other “wait” feature, this may be to the detriment of the player who invokes the interruption. In some games, for example, other players can continue to advance through the game environment by obtaining valuables or achieving goals within the environment. In other games, competing and non-paused players can position themselves to take retribution actions on “paused” game players when they re-enter the game environment. For example, a player who has not paused can move behind a player who has 'paused' in a combat environment and murder the player who has “paused” at close range since the player who has “paused” is unable to observe or react to events in the game environment, while in a state of pause.
[0013] There is a need in the art for game notices to be complete and up to date, regardless of when a special interactive game title is released. In addition, there is a need for game notice that is widespread and easily accessible to players. There is still an additional need for the game notice to be contextually appropriate and provided in real time when such information is most needed. SUMMARY OF THE INVENTION
[0014] The modalities of the present invention provide a system and methods for placing user generated content to assist a user with the interactive game.
[0015] A first claimed embodiment of the present invention includes a method for managing user-generated game warning. An indication of a location within a game space using a virtual coordinate system is received. The location corresponds to the convenience for providing gambling advice. The game notice is received from a user and assigned to a location within a game space previously identified as desired by the game notice using a virtual coordinate system. The game notice is then displayed during the subsequent game, at the same location within the game space using the virtual coordinate system, the game notice presented in a manner that is appropriate in relation to the current game context.
[0016] Another claimed embodiment of the present invention includes a computer-readable storage medium having a program incorporated therein. The program is executable by a computer to perform a method like the one described above.
[0017] In a third claimed modality, a system for managing the user generated game warning is described. The system includes a content submission mechanism for receiving game notices over a network and a virtual coordinate system mechanism for assigning the game notice to a particular location within a game space. A context engine identifies a context for an event during the game. The context of the event corresponds to the game notice associated with the particular location within the game space. A display engine displays the game notice corresponding to the context of the event identified by the context engine and at the location of the event, as identified by the virtual coordinate system. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] FIGURE 1 illustrates an exemplary system for placing user generated content to assist a user with the interactive game.
[0019] FIGURE 2 illustrates an exemplary method for receiving and subsequently displaying a user-generated game notice using in-game tags.
[0020] FIGURE 3 illustrates a game space including user-generated content. DETAILED DESCRIPTION
[0021] The present invention allows the generation, association and display of labels in game. These tags introduce an additional dimension of community participation in both single player and multiplayer games. Through these tags, players are able to communicate through text messages and filtered images, as well as audio clips that other players in the game, including high-ranking players, have generated and placed in particular coordinates and / or in the context of events within the game space. The in-game tags currently described and associated user-generated content still allow referral-based searches in relation to playing the game.
[0022] In this context, the elements identified throughout are exemplary and may include several alternatives, equivalents, or derivations thereof. Various combinations of hardware, software and computer executable instructions can be used. Program modules and mechanisms can include routines, programs, objects, components and data structures that perform the performance of particular tasks when performed by a processor, which can be general purpose or application specific. The computer executable instructions and the associated data structures stored in a computer-readable storage medium, represent examples of programming means for performing the method steps and / or implementing particular system configurations described here.
[0023] FIGURE 1 illustrates an exemplary system 100 for placing user generated content to assist a user with the interactive game. The system 100 of FIGURE 1 includes a content delivery mechanism 110, content database 120, virtual spatial coordinate mechanism (VSC) 130, context mechanism and game event 140, and match / display mechanism 150. Although various mechanisms and databases are described in the context of FIGURE 1, one embodiment of the present invention can offer the functionality of each or some of these mechanisms and databases in a single “content management” mechanism or database .
[0024] System 100 can be implemented in a network environment, such as the Internet, a common communication environment, or a combination of the two. In one example, System 100 is an integrated component of the PlayStation® Network. System 100 (or its components) can communicate with the surrounding network, using any number of network interfaces, as are known in the art. Examples of such interfaces include a 1000BASE-T Ethernet port or an IEEE 802.11 b / g WiFi network interface.
[0025] System 100 can be implemented in a computing device, such as a server dedicated to the management of user generated content, including the maintenance of different databases. Alternatively, system 100 can be implemented on a computing device that hosts a number of applications, such as community maintenance, admission, and distribution of network game data. System 100 can be dedicated to a simple network game, a game genre, or any number of games that have no particular affiliation at all.
[0026] System 100 can also be implemented in a distributed point-to-point environment. In such an implementation, certain applications and / or responsibilities can be controlled by a group of computing devices in the environment.
[0027] Various mechanisms can be distributed to a community of users (for example, players or users of a particular game in a gaming network in general) through a selective sending operation from a server in charge in the game community . Alternatively, several mechanisms can be incorporated into a computer-readable storage medium, which also includes a particular game application (for example, a disc). Distributed mechanisms and applications can communicate directly through a peer group, or they can be administered by a management server.
[0028] The content delivery mechanism 110 is executable to allow a user to communicate with system 100 over the network for the generation of in-game tags and the corresponding presentation of user-generated content. In-game tags include personalized information placed by a user during the game and may include text messages, web links, images, audio or video clips, and user profile information. In-game tags depend on virtual spatial coordinates, which are governed by the virtual space coordinate mechanism 130 and described in detail below, which allow consistent positional information pertaining to the game space to be assigned to a in-game tag.
[0029] The execution of the content delivery mechanism 110 can generate a user interface to allow user interaction with the system 100. The interface allows a user to assign user-generated information to the particular virtual space coordinate (VSC) and a corresponding tag within the game space. The interface specifically allows for the allocation of user-generated content as it may at the same time or previously have been stored in a content database 120.
[0030] During the game, a user can navigate from a particular portion of a game environment, such as a particular passage, as illustrated in FIGURE 3. After having played a particular game a number of times, a user can believe that they have especially useful information to offer to other players of the same game, such as warnings about enemies entering that passage or the best way to navigate the passage and advance to a later game environment. A user may want to share this information with other players.
[0031] By pressing a particular button on a control device (or combination of buttons) used in conjunction with the game, a tag is assigned to that particular location in the game space. Other means of assigning a tag are provided, including gesture-based attribution in those games that use gesture-based or motion-based controls. Audio commands can also be used to assign a tag in those games using voice commands or having voice recognition capabilities (for example, “tag abandonment” or “assigned tag”).
[0032] The particular location in the game space has a VSC, which is the in-game equivalent of a location in the global positioning system. Through the use of a VSC, and as further described in relation to the mechanisms of VSC 130, the particular tag will be correlated consistently with the portion of the playing space. Whenever another player in the game (or the same player in the game) goes through VSC after the tag is assigned, the tag and any corresponding information in the content database 120 will be accessible for analysis and study.
[0033] The content delivery mechanism 110 allows a user to assign the information generated by the user to a tag that has been 'abandoned' in the game space. It is difficult, if not impossible, to provide detailed information, tips, or other data during the course of the game. The display mechanism 110 provides the interface environment that allows for the casual entry of information after the game is completed. The display mechanism 110 provides a post-game game list of all tags that have been abandoned or assigned during the game and allows the user the means to provide an associated set of information to be stored or retrieved from the content database 120.
[0034] Through an interface generated by the display mechanism 110, a user can provide a detailed text message regarding information about the game environment. The content can also include links to web pages about the game, which provide more related information, or information about upcoming tournaments, clans and discussion groups. A tag can also be associated with screenshots or other images related to the game and that can be useful, such as maps or interest, such as "shots to kill". A tag can also be assigned to audio and video clips generated by a user and which can provide a 'replay' of a particular portion of the game or verbal training such as how to play the game. The user profile information that provides the tag and the corresponding user information can also be associated with a tag.
[0035] The entry of the game play information can be textual, where a user enters a written description of the game notice (for example, "be careful with this guy" or "through this door", as shown in FIGURE 3). Text entry can take place via a virtual keyboard manipulated by a game controller coupled to a gaming platform. The gaming platform, in turn, is coupled to system 100 through the network. The game notice presentation can be audible and provided by speaking over a USB microphone handset. Combinations of presentation of game notices are also within the scope of the present invention (for example, a video clip with audible narration).
[0036] In some modalities, the display mechanism 110 allows the user to re-track the game and generate tags after the game is finished. Some games can be so intense that even the act of generating a simple tag can interfere with the ideal game. In a game, the user can execute the 110 mechanism after the game is complete and “re-track” its steps, since the game will have tracked which portions of the environment were and were not accessed during the game. The user can then assign tags to particular portions of the game space using a VCS system and the information associated with it.
[0037] The presentation of a game warning can also be contextually relevant. Since many games are dynamic, especially in the first person-to-person shooting games, a particular scenario found in a particular environment during a game round (for example, private enemies) can differ significantly from a later encounter even though in exactly the same game space, depending on a particular scenario generated by the game intelligence. In such an example, providing a indicative gambling warning tag to a subsequent user when the event that gave rise to the tag is not at hand can be distracting and can actually impair effective gambling.
[0038] The game event and context engine 140 can track these events in particular nuances and, in conjunction with the display and match engine 150, ensure that only contextually relevant tags are displayed. Contextual information can be automatically displayed by the content delivery mechanism 110. Alternatively, a user can identify contextually specific limitations during the information provisioning process.
[0039] To avoid inconsistent naming protocols that could otherwise complicate the presentation of the context-sensitive game warning, the content display mechanism 110 may indicate that tips related to beach robbery in Omaha in a simulation World War II combat weapons are provided under the category of “Omaha beach” instead of a series of user-generated titles, such as “beach invasion”, “Omaha”, “chapter II”, and others. The content delivery mechanism 110 may work in conjunction with the game event and the context mechanism 140 with respect to the provision of naming protocols.
[0040] The submission mechanism 110 may also allow user corrections or annotations for game warning. For example, a previous user may provide information about access to a particular weapon, but mistakenly identifies the particular weapon or provides some other contextually inappropriate information. A subsequent user (or users) receiving this contextually inappropriate information may recognize the error or that the information may be better presented at a subsequent stage or game area (or simply correct an otherwise minor error). The subsequent user may file a complaint or suggest that an entity in charge of ensuring the quality of the game notices has reviewed the presentation and / or context of the game.
[0041] The content database 120 manages the user-generated game notice presented through the content submission mechanism 110. The content database 120 can manage the game notice submitted by the user, game title, a nature of the notice, date, size, content of the notices (for example, audio, video, text, combinations of content), context, and so on. The content database 120 may include a non-user generated game warning (e.g., pre-stored game warning from the game publisher) that can be displayed by system 100.
[0042] The content database 120 can store all game notices received through an interface generated by the content submission mechanism 110. Alternatively, certain game notices may expire over time or when certain events. For example, database 120 can only retain game warning submissions rated as the best 100 (as described in detail below). Once a particular case of the game notice falls below a threshold of the top 100, that particular case can be deleted from database 120. Expiration can be temporal in such a way that the game warning cases that are not accessed by a particular time period is removed from database 120. Game warning cases can also be removed from game warning database 120 in a predetermined number of days after they have been presented to system 100.
[0043] System 100 may include a classification mechanism (not shown) to administer the classification of game notices stored in the content database 120. As described in the copending patent publications US 2010-0041475 Al for “Real-Time , Contextual Display of Ranked, User-Generated Game Play Advice ”and US 2009-0063463 Al for“ Ranking of User-Generated Game Play Advice ”the descriptions of each being incorporated by reference, when the new game notice is received, a rating mechanism can assign a default rating for a new game warning case. This standard classification and any other classification (including those generated as a result of users' feedback) can be measured using any rubric capable of distinguishing one case of user-generated game warning from another. In conjunction with a feedback mechanism and an optional weighting mechanism, which are described in the aforementioned publications, the perceived quality of game notices as judged by a user community can be more easily identified.
[0044] The virtual spatial coordinate mechanism 130, as mentioned above, functions as a global positioning system, for a particular game space. Depending on the particular layout of the game environment, the VCS 130 engine can identify an X, Y, and (if appropriate) Z coordinate for the game space. This coordinate in the game space is then associated with individual cases of in-game labels whose labels are consistently provided in the game space even when they were originally assigned. The VCS 130 engine not only provides a consistent presentation of information, but also the precise presentation such as more general descriptions, such as “corridor near the door”, “on the beach”, or “Level II” as they could otherwise used may not provide the specificity necessary to provide the useful game notice. The VCS 130 engine can operate in conjunction with information relating to the provision and tracking of user information for a particular game title and can thus be agnostic as for any particular game title.
[0045] Information about VCS data can be provided to the content submission mechanism 110 to allow the generation of content and correspondence with tags in play. VCS data from engine 130 may also be provided to content database 120 to allow proper retrieval and display of user content and tags in play by the display and match engine 150. VCS data can also be used by game event and context engine 140 to assign appropriate game context to tags and associated content vis-a-vis the presentation engine and match / display engine 150.
[0046] The game event and context mechanism 140 is charged with providing the game notice in an appropriate context of the game in such a way that they can be properly displayed by the display and matching mechanism 150. The content display mechanism 110 allows the annotation of appropriate game warning contexts by means of an in-game tag. Game context and event engine 140 can identify the game context that would be suitable for the game notice. For example, walking through an alley without threats, obstacles, or other encounters that would require tactical play are unlikely to justify the need for tips or warnings. The advance to the Normandy beaches on D-Day, with heavy firearms from German forces, obstacles and landmines on the beach, and the advance of the English Channel troops and equipment would clearly require quick and strategic reasoning. In this case, the game event and context engine 140, in conjunction with the display and match mechanism 150, would identify which tags providing the game notice are appropriate and which feed the tag information to the display engine 150 of such that the tags can be displayed and the content eventually accessed in the database 120.
[0047] A game developer can make initial determinations as to whether a given task or level will provide certain challenges, thus making the notice assured. The context engine 140 can be programmed to correspond to such determinations. In addition, the game developer may allow the introduction of user-generated game advice in those contexts where the game developer provides its own standard game advice; these points can also be introduced in context engine 140. Game developers can also study gameplay in network games with respect to identifying bottlenecks or other areas where specific obstacles may prove more difficult in the implementation of actual play than the obstacles were during the course of pre-release testing. A game developer can release an update to context engine 140 over a network that allows the introduction of post-launch user notices. Presentation mechanism 110 can then access context mechanism 140 to allow users to provide this information. These points can be in relation to levels, obstacles, events, enemies, and so on.
[0048] As noted with respect to presentation mechanism 110, context mechanism 140 can identify certain game points related to objects, challenges, or enemies, as well as levels or stages as a whole. The game code or other metadata can be flagged with respect to objects or enemies and these signals can be recognized by the context mechanism 140 after the game code has been executed by a processing device or game system. These signals or metadata can be linked to allow input from the game notice. For example, in a World War II simulation, a player may be crossing a field. The field, with no enemies present, cannot guarantee the need for a game warning - presentations or provision of the same. Later, in that same game environment (the field) a tank can enter the scene and start shooting at the game player. With the introduction of the tank, the delivery or receipt of game notice can now be guaranteed. For the tank to appear on the scene it would be necessary to execute the code related to the tank. The code for the intelligent introduction and control of the tank by the game platform can be signaled or identified by the aforementioned metadata. Once signaled metadata or code is recognized by context engine 140, a user can provide warnings or receive warnings.
[0049] The context mechanism 140, in this respect, is not solely responsible for identifying the points or game cases where a user can provide notices, but also the cases where the notice is appropriate. For example, in the crossing example mentioned earlier, the challenges are not present, thus making the introduction of an inadequate or unnecessary warning by the system. If a sniper suddenly starts shooting at the player, then warnings about how to deal with the sniper may be appropriate for the user to consider. Context mechanism 140 may recognize that providing the shooter-related information is appropriate based on the shooter-related flagged game platform loading code. Similar provision of warning may occur with respect to found and similar objects. The context mechanism 140 can be linked to the game warning display mechanism 150 to allow timely and contextually appropriate display of the warning.
[0050] The game warning display mechanism 150 is configured to allow the eventual display of the game warning generated by the user through in game labels and VCS data. The display of this warning may be more in line with a classification result generated by a classification mechanism and in additional consideration to determinations made by the context mechanism 140. The game notice display mechanism 150 acquires the information from the database of 120 game notices (the notice) and a rating database (if applicable), which classified the game notice as determined by a rating mechanism, and displays the game notice (or makes the game notice available) ), in accordance with the VCS data of the mechanism 130 as well as the determination of the context mechanism 140 that the display of warning related to a particular game tag and the appearance of the game are appropriate.
[0051] When working in conjunction with the context engine 140, the display engine 150 can display the highest classified information, but do it in the most appropriate context. For example, displaying information about a particular enemy may be inappropriate when the user has not found the enemy, despite the fact that the user who previously provided the information found the enemy in the same VCS coordinates.
[0052] The display engine 150 can use an asynchronous programming language to provide real-time (or almost substantially real-time) updates for classified game notice for exposure to a user community. The display mechanism 150 can therefore use a game warning ladder classification in relation to determining which game labels to display. In such a modality, the highest quality warning is presented as the warning that occupies the top of a ladder. In some embodiments, the particular arrangement of the notices as corresponding to a particular tag may be presented to the user's or system's preferences, such as particular tags searched for by a user or identified as being desirable by a user.
[0053] For example, a user may always experience difficulty using a particular weapon during the game (for example, a sniper rifle). Before the game, a user looking for the warning can, through a corresponding search engine or other interface, inform the system 100 that only those tags in play and corresponding warning with respect to the sniper rifle user are desired. In this way, the user is not inundated with data on the use of grenades, handguns and rocket launchers - that is, all weapons with which the user can be quite prolific and for which the warning is not necessary.
[0054] Similar searches and sorting of tags can be used with respect to the warning of particular users or particular clans. This information can be derived from the profile information provided during tag and warning generation. In some cases, a user who provides game notices may limit access to that notice to a limited number of users. A user who wishes to access a particular supply user's device may need to be identified before accessing the in-game tag or otherwise providing a password or some indication indicating that they are authorized to access in-game tags and notices correspondents generated by a particular user.
[0055] The display engine 150 can display warning in the context of a real-world virtual environment and / or a first or third person avatar. The game notice can be expressly provided through an in-game tag as shown in FIGURE 3. The game notice can also be provided via a series of hyperlinks provided through the tag. Graphic images can also be used, especially in the context of the game notice that incorporates full-motion video or still images. Links to audio files may be appropriate in the case of an audio-provided notice. All of the game warning means cited for a user community (and according to an assigned pattern or controlled return rating) can be managed by the display engine 150 and context engine 140.
[0056] FIGURE 2 illustrates an exemplary method 200 for receiving and subsequently displaying a user-generated game notice using in-game tags. The steps identified in FIGURE 2 (and the order of the same) are examples and may include various alternatives, combinations, equivalents, or derivations thereof, including, but not limited to, the way in which they are carried out. The process steps in FIGURE 2 (and their various alternatives) can be incorporated into hardware or software, including a computer-readable storage medium (for example, optical disc, memory card, or a hard drive) that includes instructions executable by the processor of a computing device.
[0057] In step 210, the user generated game warning is received from a user in the community through an interface generated by the submission mechanism 110. Upon receipt of the user generated warning in step 210, the warning is processed by the system 100, as described in the context of FIGURE 1 and stored in game database warning 120. Various ratings can also be assigned.
[0058] In step 220, the user-generated game notice, which is associated with a tag, is assigned to a particular context either by the user presenting the notice or by the context engine 140, as well as being matched with a particular tag using VCS coordinates. In some cases, context engine 140 can control the available contexts that a user assigns to the notice. In other cases, context mechanism 140 can make a determination as to the specific context of the warning.
[0059] After the subsequent game (230), the same player or a different player may be browsing in a particular game space. A previously generated tag can be identified by means of VCS coordinates in step 240 (ie, a tag exists as to a particular game notice at that particular location in the game space). The context of a game event is then identified in step 250. Identification step 250 occurs as a result of the joint operation of context mechanism 140 and display mechanism 150 and may be similar to the identification of an initial game warning context as it occurs in the context of step 230 (otherwise, but not shown in FIGURE 2). After a particular context is identified in an environment and that corresponds to a particular VCS, then the warning that is relevant to the particular context is identified. This warning is processed in conjunction with the display engine 150 in step 260. The display of the warning may take into account user-defined user ratings and / or search tags or other limitations.
[0060] Method 200 of FIGURE 2 can operate in real time (or substantially in real time) using an asynchronous programming language. Through the use of an asynchronous language, small amounts of data can be exchanged continuously with a database so that an entire user interface does not need to be reloaded, in response to each user interaction. In such a modality, an XMLHttpRequest object can, for example, be used to obtain the most recent game warning, contextually, and locally relevant from database 120, as referenced in FIGURE 1. The relationships between the classifications, the return user, context, and game notices can be reflected by metadata or header data stored in various system 100 databases. Game notice classifications and context determinations can be updated as feedback is received and new ratings are calculated.
[0061] The update of the information presented in FIGURE 2 can also operate subject to a predetermined schedule. For example, a rating engine can update ratings through user returns at five-minute intervals (or any other period of time, as determined by a system administrator). Similar updates can occur in relation to the context. Once an update is complete as a result of a regularly scheduled sorting operation, the newly updated information can be pushed to the display engine 150 for display to the user community in conjunction with the appropriate VCS context and coordinates. Updating information may also be available for access in response to a user request or consultation.
[0062] Although the present invention has been described with reference to exemplary modalities, it should be understood by those skilled in the art that various changes can be made and equivalents can be replaced by elements of these without departing from the true spirit and scope of the invention. Various alternative systems can be used to implement the various methodologies described here and several methods can be used to achieve certain results from those systems.
权利要求:
Claims (14)
[0001]
1. Computer-implemented method to provide only user generated game warning contextually relevant to a location within a dynamic game, characterized by the fact that it comprises: executing, by a processor, first instructions stored in a memory to receive an indication of a location within a virtual game space using a virtual coordinate system, the location corresponding to a convenience for rendering the game notice; execute, by the processor, second instructions stored in memory to: (i) receive a user's game warning for the first location, and (ii) determine a first scenario generated by the dynamic game that corresponds to the game warning for the first location ; execute, by the processor, third instructions stored in memory to assign the game warning to the first location, specifically for the first scenario, generated by the dynamic game within the game space, the first location and the first scenario being previously identified as desirable for the warning of game; execute, by the processor, the fourth instructions stored in memory for, during the subsequent game, to determine: (iii) the subsequent location of the game within the game space; and (iv) the scenario of the subsequent game at the location of the subsequent game; and executing, by the processor, the fifth instructions stored in memory so that, in response to the subsequent game being in the first location within the game space, automatically displaying in the first location any appropriate game notice for the subsequent game scenario determined in the first location, so that the game notice other than that which is appropriate for the subsequent game scenario in the first location is not displayed in the first location.
[0002]
2. Method according to claim 1, characterized by the fact that the game notice is displayed in a three-dimensional virtual environment.
[0003]
3. Method according to claim 2, characterized by the fact that the virtual coordinate system uses X, Y and Z coordinates.
[0004]
4. Method according to claim 1, characterized by the fact that the game notice is visual.
[0005]
5. Method according to claim 1, characterized by the fact that the game notice is textual.
[0006]
6. Method according to claim 1, characterized by the fact that the game notice is audible.
[0007]
7. Method according to claim 1, characterized by the fact that displaying the game notice includes considering a classification of all available game notices, and in which only a game notice of a specific classification is displayed on site and with in relation to the current context of the game, the game notice also allowing corrections to be made by the user.
[0008]
8. System to provide only user generated game warning contextually relevant to a location within a dynamic game, characterized by the fact that it comprises: a content delivery mechanism (110) for receiving game warning over a network; a virtual coordinate system mechanism for assigning the game notice to a particular location previously identified within a virtual game space; a context engine configured to identify a first scenario generated by the dynamic game that corresponds to the game warning for the first scenario generated by the dynamic game in the game space, where during the subsequent game, the context mechanism determines: (iii) the location of the subsequent game within the game space; and (iv) the scenario of the subsequent game at the location of the subsequent game; a display mechanism configured to, in response to the subsequent game be at the first location within the game space, automatically display at the first location any game notice that is appropriate for the subsequent game scenario determined at the first location, so that the notice of game that is not appropriate for the scenario of the subsequent game in the first location is not displayed in the first location.
[0009]
9. System according to claim 8, characterized by the fact that it comprises a classification mechanism to affect the game notice displayed by the display mechanism, regardless of the context of the event and the location of the event.
[0010]
10. System according to claim 9, characterized by the fact that it comprises: a feedback mechanism to receive feedback from the user community regarding the quality of the game notice displayed by the display mechanism; in which the feedback mechanism and the classification mechanism operate to allocate new game information, according to the feedback received from the user community, with the information subsequently displayed by the display mechanism, according to the new classification.
[0011]
11. System according to claim 8, characterized by the fact that the display mechanism operates using an asynchronous programming language to continuously update the game warning submissions displayed in accordance with a more recent determination as to the context of the event.
[0012]
12. Method for providing only user generated game warnings that are contextually relevant to a location within a dynamic game, characterized by the fact that it comprises: receiving an indicator of a location within the game space using a virtual coordinate system; receive a game warning from a user; recognize metadata associated with objects, challenges or enemies in the game on the spot that indicates that the user-generated warning is allowed; assigning the user-generated game notice to the location within the game space and assigning a tag to the user-generated game notice based on recognized metadata; and automatically display the game notice during the subsequent game at the same location within the game space using the virtual coordinate system if the metadata recognized in the subsequent game is similar to the recognized metadata indicated by the tag associated with the game notice.
[0013]
13. Method, according to claim 1, characterized by the fact that it also comprises redoing the game warning on which the game is based, the game warning traceable by the user after the game is completed to review or add the game warning .
[0014]
14. Method, according to claim 12, characterized by the fact that it further comprises retracing the game notice on which the game is based, the game notice traceable by the user after the game is completed to review or add the game notice .
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同族专利:
公开号 | 公开日
JP2013528432A|2013-07-11|
US20110281648A1|2011-11-17|
BR112012028924B8|2021-03-30|
CN103706117A|2014-04-09|
CN103002960A|2013-03-27|
KR101881787B1|2018-07-25|
JP5889876B2|2016-03-22|
US20210001224A1|2021-01-07|
CN106964155A|2017-07-21|
WO2011142857A1|2011-11-17|
CN103706117B|2017-01-11|
CN103002960B|2016-11-09|
EP2569063A1|2013-03-20|
CN106964155B|2020-10-16|
KR20130118209A|2013-10-29|
US10786736B2|2020-09-29|
EP3608003A1|2020-02-12|
KR20170091779A|2017-08-09|
EP2569063A4|2014-01-22|
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法律状态:
2019-01-08| B06F| Objections, documents and/or translations needed after an examination request according [chapter 6.6 patent gazette]|
2019-08-13| B06U| Preliminary requirement: requests with searches performed by other patent offices: procedure suspended [chapter 6.21 patent gazette]|
2020-03-24| B07A| Application suspended after technical examination (opinion) [chapter 7.1 patent gazette]|
2020-11-24| B09A| Decision: intention to grant [chapter 9.1 patent gazette]|
2021-02-09| B16A| Patent or certificate of addition of invention granted [chapter 16.1 patent gazette]|Free format text: PRAZO DE VALIDADE: 10 (DEZ) ANOS CONTADOS A PARTIR DE 09/02/2021, OBSERVADAS AS CONDICOES LEGAIS. |
2021-03-30| B16C| Correction of notification of the grant [chapter 16.3 patent gazette]|Free format text: REF. RPI 2614 DE 09/02/2021 QUANTO AO ENDERECO. |
优先权:
申请号 | 申请日 | 专利标题
US12/777,268|2010-05-11|
US12/777,268|US10786736B2|2010-05-11|2010-05-11|Placement of user information in a game space|
PCT/US2011/023780|WO2011142857A1|2010-05-11|2011-02-04|Placement of user information in a game space|
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