The disclosure below relates generally to in-game power-ups that are triggered based on viewer reactions to computer gameplay.
As understood herein, some video gamers stream their gameplay to others so that the other people can watch their gameplay. As also recognized herein, current systems are technologically limited in their ability to provide adequate viewer participation, which present principles recognize may provide for a more robust and engaging viewing experience from a technological perspective.
Accordingly, present principles are directed to enhancing the overall execution environment of the game itself as well as providing enriched technology-based interactivity features, modifying execution of the game based on viewer reactions to gameplay.
As such, in one aspect an apparatus includes a processor assembly programmed with instructions to execute a computer game in which a first person plays the computer game. The processor assembly is also programmed to receive input from a second person that is viewing a livestream of the computer game but that is not controlling a character of the computer game. The input includes a graphic-based reaction. The processor assembly is further programed to trigger an in-game power-up based on the input.
In some specific examples, the graphic-based reaction may include a graphic-based sentiment reaction such as an emoji and/or an emote.
In some example implementations, the processor assembly may be configured to trigger a first in-game power-up based on the graphic-based reaction being a reaction of a first reaction type, and to trigger a second in-game power-up based on the graphic-based reaction being a reaction of a second reaction type. The second reaction type may be different from the first reaction type, and the second in-game power-up may be different from the first in-game power-up.
Also in some example implementations, the processor assembly may be configured to receive respective inputs from different people that are viewing the livestream, where the respective inputs may each include a graphic-based reaction. Here the processor assembly may then trigger the in-game power-up based on the respective inputs being received within a threshold period of time. In certain specific examples, the threshold period of time may begin based on a game action and may be less than an entire amount of time to play a particular level or scene of the computer game.
Still further, if desired the processor assembly may also be configured to receive plural inputs each of which comprises a graphic-based reaction and to trigger the in-game power-up based on the plural inputs being received within a threshold period of time (e.g., regardless of if the inputs are received from the same person or different people).
Also in certain examples, the processor assembly may be configured to receive plural inputs each of which may include a graphic-based reaction and to trigger the in-game power-up based on the plural inputs establishing a threshold number of inputs greater than one.
As another example, the processor assembly may be configured to receive a particular sequence of inputs of different graphic-based reactions and to trigger the in-game power-up based on the particular sequence of inputs. In certain specific examples, the particular sequence may be a first particular sequence, the in-game power-up may be a first in-game power-up, and the processor assembly may be configured to receive a second particular sequence of inputs of different graphic-based reactions. The second particular sequence may be different from the first particular sequence. Here the processor assembly may also be configured to trigger a second in-game power-up different from the first in-game power-up based on the second particular sequence.
In various examples, the in-game power up may decay over time regardless of gameplay.
As examples, the in-game power-up may include a character health power-up, a character ability power-up, an added character life, and/or a player inventory power-up.
In another aspect, a method includes executing a computer game in which a first person plays the computer game and receiving input from a second person that is viewing a livestream of the computer game. The input includes a reaction to gameplay of the computer game. The method also includes triggering an in-game power-up based on the input.
In one particular example, the method may include triggering a first in-game power-up based on the reaction being a reaction of a first reaction type, and triggering a second in-game power-up based on the reaction being a reaction of a second reaction type. The second reaction type may be different from the first reaction type, and the second in-game power-up may be different from the first in-game power-up.
Additionally or alternatively, in some examples the method may include receiving plural inputs each of which may include a reaction and triggering the in-game power-up based on the plural inputs being received within a threshold period of time.
Still further, in some examples the method may include receiving a particular sequence of inputs of different reactions and triggering the in-game power-up based on the particular sequence of inputs.
In still another aspect, a system includes at least one computer storage that is not a transitory signal. The storage includes instructions executable by at least one processor to receive input from a first person spectating gameplay of a computer game, where the input includes a reaction. The instructions are also executable to, based on the input, trigger an in-game power-up for a character of the computer game that is being controlled by a second person and/or trigger an in-game power-down for the character. The second person is different from the first person.
The details of the present application, both as to its structure and operation, can be best understood in reference to the accompanying drawings, in which like reference numerals refer to like parts, and in which:
This disclosure relates generally to computer ecosystems including aspects of consumer electronics (CE) device networks such as but not limited to computer game networks. A system herein may include server and client components which may be connected over a network such that data may be exchanged between the client and server components. The client components may include one or more computing devices including game consoles such as Sony PlayStation® or a game console made by Microsoft or Nintendo or other manufacturer, virtual reality (VR) headsets, augmented reality (AR) headsets, portable televisions (e.g., smart TVs, Internet-enabled TVs), portable computers such as laptops and tablet computers, and other mobile devices including smart phones and additional examples discussed below. These client devices may operate with a variety of operating environments. For example, some of the client computers may employ, as examples, Linux operating systems, operating systems from Microsoft, or a Unix operating system, or operating systems produced by Apple, Inc., or Google. These operating environments may be used to execute one or more browsing programs, such as a browser made by Microsoft or Google or Mozilla or other browser program that can access websites hosted by the Internet servers discussed below. Also, an operating environment according to present principles may be used to execute one or more computer game programs.
Servers and/or gateways may include one or more processors executing instructions that configure the servers to receive and transmit data over a network such as the Internet. Or a client and server can be connected over a local intranet or a virtual private network. A server or controller may be instantiated by a game console such as a Sony PlayStation©, a personal computer, etc.
Information may be exchanged over a network between the clients and servers. To this end and for security, servers and/or clients can include firewalls, load balancers, temporary storages, and proxies, and other network infrastructure for reliability and security. One or more servers may form an apparatus that implements methods of providing a secure community such as an online social website to network members.
A processor may be a single- or multi-chip processor that can execute logic by means of various lines such as address lines, data lines, and control lines and registers and shift registers. A processor assembly may include one or more processors acting independently or in concert with each other to execute an algorithm, whether those processors are in one device or more than one device.
Components included in one embodiment can be used in other embodiments in any appropriate combination. For example, any of the various components described herein and/or depicted in the Figures may be combined, interchanged, or excluded from other embodiments.
“A system having at least one of A, B, and C” (likewise “a system having at least one of A, B, or C” and “a system having at least one of A, B, C”) includes systems that have A alone, B alone, C alone, A and B together, A and C together, B and C together, and/or A, B, and C together, etc.
Present principles may employ machine learning models, including deep learning models. Machine learning models use various algorithms trained in ways that include supervised learning, unsupervised learning, semi-supervised learning, reinforcement learning, feature learning, self learning, and other forms of learning. Examples of such algorithms, which can be implemented by computer circuitry, include one or more neural networks, such as a convolutional neural network (CNN), recurrent neural network (RNN) which may be appropriate to learn information from a series of images, and a type of RNN known as a long short-term memory (LSTM) network. Support vector machines (SVM) and Bayesian networks also may be considered to be examples of machine learning models.
As understood herein, performing machine learning involves accessing and then training a model on training data to enable the model to process further data to make predictions. A neural network may include an input layer, an output layer, and multiple hidden layers in between that are configured and weighted to make inferences about an appropriate output.
Now specifically referring to
Accordingly, to undertake such principles the AVD 12 can be established by some, or all of the components shown in
In addition to the foregoing, the AVD 12 may also include one or more input and/or output ports 26 such as a high-definition multimedia interface (HDMI) port or a USB port to physically connect to another CE device and/or a headphone port to connect headphones to the AVD 12 for presentation of audio from the AVD 12 to a user through the headphones. For example, the input port 26 may be connected via wire or wirelessly to a cable or satellite source 26a of audio video content. Thus, the source 26a may be a separate or integrated set top box, or a satellite receiver. Or the source 26a may be a game console or disk player containing content. The source 26a when implemented as a game console may include some or all of the components described below in relation to the CE device 48.
The AVD 12 may further include one or more computer memories 28 such as disk-based or solid-state storage that are not transitory signals, in some cases embodied in the chassis of the AVD as standalone devices or as a personal video recording device (PVR) or video disk player either internal or external to the chassis of the AVD for playing back AV programs or as removable memory media or the below-described server. Also, in some embodiments, the AVD 12 can include a position or location receiver such as but not limited to a cellphone receiver, GPS receiver and/or altimeter 30 that is configured to receive geographic position information from a satellite or cellphone base station and provide the information to the processor 24 and/or determine an altitude at which the AVD 12 is disposed in conjunction with the processor 24. The component 30 may also be implemented by an inertial measurement unit (IMU) that typically includes a combination of accelerometers, gyroscopes, and magnetometers to determine the location and orientation of the AVD 12 in three dimension or by an event-based sensors.
Continuing the description of the AVD 12, in some embodiments the AVD 12 may include one or more cameras 32 that may be a thermal imaging camera, a digital camera such as a webcam, an event-based sensor, and/or a camera integrated into the AVD 12 and controllable by the processor 24 to gather pictures/images and/or video in accordance with present principles. Also included on the AVD 12 may be a Bluetooth transceiver 34 and other Near Field Communication (NFC) element 36 for communication with other devices using Bluetooth and/or NFC technology, respectively. An example NFC element can be a radio frequency identification (RFID) element.
Further still, the AVD 12 may include one or more auxiliary sensors 38 (e.g., a motion sensor such as an accelerometer, gyroscope, cyclometer, or a magnetic sensor, an infrared (IR) sensor, an optical sensor, a speed and/or cadence sensor, an event-based sensor, a gesture sensor (e.g., for sensing gesture command), providing input to the processor 24. The AVD 12 may include an over-the-air TV broadcast port 40 for receiving OTA TV broadcasts providing input to the processor 24. In addition to the foregoing, it is noted that the AVD 12 may also include an infrared (IR) transmitter and/or IR receiver and/or IR transceiver 42 such as an IR data association (IRDA) device. A battery (not shown) may be provided for powering the AVD 12, as may be a kinetic energy harvester that may turn kinetic energy into power to charge the battery and/or power the AVD 12. A graphics processing unit (GPU) 44 and field programmable gated array 46 also may be included. One or more haptics generators 47 may be provided for generating tactile signals that can be sensed by a person holding or in contact with the device.
Still referring to
Now in reference to the afore-mentioned at least one server 52, it includes at least one server processor 54, at least one tangible computer readable storage medium 56 such as disk-based or solid-state storage, and at least one network interface 58 that, under control of the server processor 54, allows for communication with the other devices of
Accordingly, in some embodiments the server 52 may be an Internet server or an entire server “farm” and may include and perform “cloud” functions such that the devices of the system 10 may access a “cloud” environment via the server 52 in example embodiments for, e.g., network gaming applications. Or the server 52 may be implemented by one or more game consoles or other computers in the same room as the other devices shown in
The components shown in the following figures may include some or all components shown in
With the foregoing in mind, present principles recognize that screen sharing of computer/video games may allow gainers and viewers to share any game moment and content with each other. Aspects below may be combined with game streaming services where the flows of communication may be more one-to-many, and the viewers need not necessarily even be friends of the gamer but unacquainted viewers. These aspects along with others discussed below may help enhance the social game play experience and the technological capabilities of computer-based gaming systems in particular.
Thus, according to the disclosure below, share screen functionality may fill the gamer's desire to easily and directly share real time gaming moments with friends and others to enjoy the moments together. Gainers may therefore casually stream their gameplay to friends and small groups in real time, while chatting and playing together in parties and other scenarios, creating a sense of togetherness despite the distributed and sometimes detached nature of computer-based gaming in particular. Present principles may be employed on video game consoles, on mobile applications executable at smartphones and other mobile devices, and on other types of devices including laptop and desktop computers.
With the foregoing in mind, reference is made to
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Additionally, other reaction elements discussed herein, including emotes and other emojis, may also be presented using the same GUI 430 as overlaid on any given computer game's video content. Also note for completeness that a text indication 440 may be presented as part of the GUI 430 and may indicate that the streamer's game video is being streamed to others and that the GUI 430 has been activated so that the other people (viewers) can send reactions to trigger power-ups or power-downs consistent with present principles.
Turning now to
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In terms of the threshold period of time mentioned in the paragraph immediately above, in various examples it may begin based on a game action performed by the streamer. The threshold time may then run for a set amount of time that is long enough to give viewers a chance to react, but short enough for the system to still infer that the inputs all relate to a same game action occurring immediately prior to reaction receipt (e.g., without any intervening events to which the viewers might also be reacting). As such, the threshold period of time may be ten or twelve seconds, for example. But in any case, it is noted more generally that the threshold period of time may be less than an entire amount of time to play a particular level or scene of the computer game. Thus, the threshold period of time may be a set period of time following conclusion of a boss battle or other fight event.
The panel 820 may also include a graphic 840 that indicates a current health amount 850 prior to the power-up, as well as a health amount addition 860 resulting from the power-up. The health power-up of ten percent may be automatically applied to the streamer's character health in certain examples. In other examples, the streamer may first be required to accept the health power-up by selecting the accept selector 870. Or if the user is playing in a competition or otherwise does not want assistance from the viewers, the user may select the deny selector 880 to decline the power-up and keep his/her character's health at the current level prior to the power-up.
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The panel 920 may also include a graphic 940 that indicates a current ammo inventory amount 950 prior to the power-up, as well as an ammo amount addition 960 resulting from the power-up. The ammo power-up may be automatically applied to the streamer's weapon inventory in certain examples. In other examples, the streamer may first be required to accept the ammo power-up by selecting the accept selector 970. Or if the user is playing in a competition or otherwise does not want assistance from the viewers, the user may select the deny selector 980 to decline the power-up and keep his/her character's weapon inventory at the current level prior to the power-up.
The panel 1020 may also include a graphic 1040 that indicates a remaining health amount 1050 after the power-down of two percent is applied, as well as the two-percent health deduction amount 1060 itself resulting from the power-down. The two combined as part of the graphic 1040 also provide the streamer with a graphical indication of the overall character health prior to the power-down. The health power-down of two percent may be automatically applied to the streamer's character health in certain examples. In other examples, the streamer may first be required to accept the health power-down by selecting the accept selector 1070. Or if the user is playing in a competition or otherwise does not want power-downs instigated by the viewers, the user may select the deny selector 1080 to decline the power-down and keep his/her character's health at the current level prior to the power-down.
Referring now to
Beginning at block 1100, the system may execute a computer game in which a first person plays the computer game. The logic may then proceed to block 1110 where the system may stream the first person's gameplay to other viewers, e.g., over the Internet, a third-party streaming website, a dedicated console manufacturer's network, etc. Thereafter the logic may proceed to block 1120 where the system may receive inputs from viewers, including at least a second person that is viewing the livestream of the computer game but that is not controlling a character of the game. The input may include one or more graphic-based sentiment reactions as also discussed above (e.g., emojis, emotes, GIFs, etc.).
The logic of
From block 1130 the logic may then proceed to decision diamond 1140. At diamond 1140 the system may determine whether a single criterion or multiple criteria have been met for triggering an in-game power-up or in-game power-down. A negative determination at diamond 1140 may cause the logic to proceed to back to block 1110 to proceed again therefrom, while an affirmative determination may cause the logic to instead proceed to block 1150 to trigger the corresponding in-game power up or in-game power-down in response. Triggering may include automatically applying the power-up or power-down, or giving the streamer the option to first accept or decline the power-up or power-down before it is instituted as set forth above.
One example criterion may relate to reaction type. So, for example, based on the received graphic-based reaction(s) being reactions of a first reaction type, the system may trigger a first in-game power-up (or power-down) at block 1150. Based on the graphic-based reaction(s) being reactions of a second reaction type, the system may trigger a second, different in-game power-up (or power-down) at block 1150.
The second reaction type may be different from the first reaction type. For example, the first reaction type may be a particular type of emoji or emote, such as a smiling face emoji or laughter emoji. In other examples, the first reaction type may be a positive reaction more generally, where the positive reaction may relate to any number of positive emojis designated as such in metadata or other data accessible to the system. Likewise, the second reaction type may be a particular type of emoji or emote, such as frowning face emoji or anger emoji. But here too the second reaction type may also be a negative reaction more generally, where the negative reaction may relate to any number of emojis designated as such in metadata or other data accessible to the system. Any combination of the foregoing may also be used, for example the first reaction type may be a first particular positive emoji and the second reaction type may be a different particular positive emoji.
Also note that the resulting in-game power-ups (or power-downs) associated with each reaction type may be different from each other. So the power-ups may relate to different types of power-ups, such as smiling face emojis triggering ammo power-ups and laugher emojis triggering health power-ups. Or the power-ups (or power-downs) may be different but still of the same type. As an example here, the first power-up may be a character health boost of a first amount, and the second power-up may be a character health boost of a second amount greater than the first amount as triggered by a more intense positive reaction (e.g., laughter emojis being more intense than smiling emojis per emoji metadata or other sentiment classification).
Another example criterion may relate to the viewer reactions being received within a threshold period of time as set forth above. So based on the reaction inputs being received within a threshold period of time per this example, the system may trigger an in-game power-up (or power-down) at block 1150. Again note that the threshold period of time may begin based on a game action and may be less than an entire amount of time to play a particular level or scene of the computer game.
Additionally or alternatively, one of the criteria used at diamond 1140 may be whether a threshold number of inputs greater than one have been received to trigger the in-game power-up (or power-down) as described above. The threshold number may be ten or even one hundred, for example, depending on the difficulty that a game developer or console manufacturer may wish to institute for obtaining power-ups or power-downs.
As yet another example criterion, in addition to or in lieu of the foregoing the logic may determine at diamond 1140 whether a particular sequence of different reaction inputs have been received to trigger an in-game power up or down at block 1150. Thus, a first particular sequence of different reactions may trigger a first in-game power-up (or down), and a second, different particular sequence of different reactions may trigger a second, different in-game power-up (or down). The predetermined sequences may be set by a game developer or console manufacturer, for example.
Still further, the sequences may relate to escalating positive or negative reactions to trigger the resulting power-up or power-down at block 1150 in some particular examples. Escalating reactions may relate to the intensity of different reactions. Respective intensities may be stored in metadata or other data for each emoji, where for example a smiling emoji might be designated as having a lower positive intensity rank of one or two while a laughter emoji might have a higher positive intensity rank of five or six. Likewise, a frowning emoji may be designated as having a lower negative intensity rank of negative one or two, while an angry face emoji might have a higher negative intensity rank of eight or ten. In this way, the system may trigger in-game power-ups or power-downs as gameplay builds in a positive or negative fashion as indicated by the spectators, rather than the system triggering an in-game power-up or power-down for each and every type of emojis that are received that might have only elicited lower levels of sentiment from the spectators. This in turn may encourage the streamer to escalate his/her gameplay one way or the other to achieve viewer reaction escalation, not only enhancing the gameplay itself but also enhancing the viewing experience of the spectators/viewers.
Still in reference
In terms of power-ups and power-downs themselves, they may relate not just to character health and character ability (e.g., offensive and defensive abilities as well as access abilities) as set forth above, but also to other types of metrics as well. For example, a power-up may add a life to the streamer's character, and a power-down may subtract a life from the streamer's character. Additionally, inventory power-ups and power-downs may relate not just to weapons inventories but to other types of inventories as well, such as character skin inventories, trick inventories, power inventories, points/coins inventories, and other asset inventories.
Continuing the detailed description in reference to
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The GUI 1200 may also include an option 1220 that may be selected to set or configure the system to request permission from the streamer prior to applying any in-game power-ups or power-downs. This option may be selected if the streamer does not want the power-ups/downs automatically applied, for example.
It may now be appreciated that systems and methods for reaction chaining for power-ups and power-downs may be applied as a game mechanic to different types of games and gaming environments consistent with present principles. Viewers can thus send a series of specific reactions in quick succession to trigger temporary power-ups for the streamer. E.g., chaining heart reactions followed by star reactions might grant a health and damage boost.
Also note that non-graphic reactions to gameplay are also encompassed by present principles, including verbal reactions whether in text or audible form. So, for example, overall positive or negative sentiment, as well as particular reaction types, may be identified by executing natural language processing algorithms (such as sentiment analysis and/or natural language understanding) on written text reactions or audible reactions. The text or audible reactions might be provided by viewers as part of the bi-directional game stream itself. For audible reactions in particular, they may be analyzed for sentiment after the viewer's spoken words as detected by a local microphone have been converted to text using a speech-to-text algorithm.
While the particular embodiments are herein shown and described in detail, it is to be understood that the subject matter which is encompassed by the present invention is limited only by the claims.