System and method of generating and providing interactive annotation items based on triggering events in a video game

Information

  • Patent Grant
  • 12023593
  • Patent Number
    12,023,593
  • Date Filed
    Friday, August 5, 2022
    2 years ago
  • Date Issued
    Tuesday, July 2, 2024
    8 months ago
  • Inventors
    • de la Cruz; Allen Joseph (Brooklyn, NY, US)
  • Original Assignees
  • Examiners
    • Cuff; Michael A
    Agents
    • Novel IP
Abstract
A system and method is provided that automatically annotates gameplay based on triggering events that occur during a gameplay session. The system may automatically annotate the gameplay in real-time, such as during a gameplay session associated with an electronic-sports tournament. For example, the system may obtain and parse a game log corresponding to the gameplay session, identify triggering events based on the game log, obtain an annotation rule associated with the triggering event, generate an annotation item based on the annotation rule, and cause the annotation item to be presented in association with video of the gameplay session. An annotation item may be displayed interactively such that, when selected, causes the system to take an action. The action may include obtaining additional information relating to the selected annotation item; saving, sharing, liking/disliking or commenting on the selected annotation item; removing the selected annotation item from a display, and/or other actions.
Description
FIELD OF THE INVENTION

The invention relates to a system and method of automatically annotating gameplay of a video game based on triggering events, and providing the automatically generated annotations with a broadcast of the gameplay.


BACKGROUND OF THE INVENTION

Electronic sports (“e-sports”), also known as competitive video gaming, has grown in popularity due in large part to the explosive growth of online video games and availability of network connectivity. Along with the popularity of e-sports, demand for live streaming or pre-stored replays of video gameplay sessions has grown. Although network technology has advanced in recent years to accommodate large scale data storage and transferring, the load on storage and network infrastructure imposed by live streaming and pre-stored playback of video gameplay sessions can be quite large, potentially causing delays and dissatisfaction for end users and maintenance problems for system administrators. This is because conventional methods of providing such playback typically involves recording gameplay as media files. These media files become very large, thanks in large part to modern high definition, graphics-intense, video games. Furthermore, due to the fast-paced nature of many of these competitive video gaming events and gameplay sessions, it is often difficult to obtain relevant information relating to in-game events and historical statistics.


These and other problems exist with annotating and sharing video game playback.


SUMMARY OF THE INVENTION

The invention addressing these and other drawbacks relates to a system and method of automatically annotating gameplay based on triggering events that occur during a gameplay session. The system may automatically annotate the gameplay in real-time, such as during a gameplay session associated with an electronic-sports tournament. For example, the system may obtain and parse a game log corresponding to the gameplay session, identify triggering events based on the game log, obtain an annotation rule associated with the triggering event, generate an annotation item based on the annotation rule, and cause the annotation item to be presented in association with video of the gameplay session.


An automatically generated annotation item may be displayed interactively such that, when selected, causes the system to take an action. The action may include obtaining additional information relating to the selected annotation item; saving, sharing, liking/disliking or commenting on the selected annotation item; removing the selected annotation item from a display, and/or other actions.


These and other objects, features, and characteristics of the system and/or method disclosed herein, as well as the methods of operation and functions of the related elements of structure and the combination of parts and economies of manufacture, will become more apparent upon consideration of the following description and the appended claims with reference to the accompanying drawings, all of which form a part of this specification, wherein like reference numerals designate corresponding parts in the various figures. It is to be expressly understood, however, that the drawings are for the purpose of illustration and description only and are not intended as a definition of the limits of the invention. As used in the specification and in the claims, the singular form of “a”, “an”, and “the” include plural referents unless the context clearly dictates otherwise.





BRIEF DESCRIPTION OF THE DRAWINGS


FIG. 1 illustrates a system of automatically annotating gameplay of a video game based on triggering events, according to an implementation of the invention.



FIG. 2A depicts a schematic diagram illustration of processing intervals of a game log to annotate gameplay, according to an implementation of the invention.



FIG. 2B depicts a schematic diagram illustration of continuous processing of a game log to annotate gameplay, according to an implementation of the invention.



FIG. 3 depicts a process of automatically annotating gameplay of a video game based on triggering events, according to an implementation of the invention.



FIG. 4 depicts a screenshot of a broadcast of gameplay augmented with automatically generated annotations, according to an implementation of the invention.



FIG. 5 depicts interactive, automatically generated, annotation items, according to an implementation of the invention.



FIG. 6 depicts a process of displaying interactive, automatically generated, annotation items and processing interactions with the interactive annotation items, according to an implementation of the invention.





DETAILED DESCRIPTION OF THE INVENTION

The invention described herein relates to a system and method of automatically annotating gameplay of a video game based on triggering events. While aspects (including examples) of the invention may be described herein with reference to particular types of video game genres, the system and method described in detail herein may be used in any genre of single or multiplayer video game.


Exemplary System Architecture



FIG. 1 illustrates a system 100 of automatically annotating gameplay of a video game based on triggering events, according to an implementation of the invention. As used herein, the term “automatically” (e.g., automatically annotating gameplay of a video game) denotes that a computer system is programmed to annotate gameplay without human intervention based on logic that programs the computer system, one or more rules, and/or other information the computer system may use to generate annotations without human intervention. Such terminology, however, does not preclude the intervention by a human to either modify the automatically generated annotations, delete (or otherwise prevent the dissemination of) the automatically generated annotations, provide information used by the computer system 110 to automatically generate the annotations, or otherwise interact with the annotations after they have been automatically generated annotations.


In one implementation, system 100 may include a game host 104, a decoder 106, a computer system 110, one or more databases 130, and/or other components.


Game Logs


In an implementation, game host 104 may host a gameplay session 101 between one or more players 103 and generate a game log 121 based on gameplay during gameplay session 101. A game log, which may be generated by a game engine (e.g., executing at game host 104), describes gameplay during a given gameplay session such that events occurring during the video game session may be recreated. In a sense, a game log may be thought of as a recording of events that occurred during gameplay, even though a game log may not be a “video recording” per se in that the game log itself is not played back by a conventional media player (unless converted to a conventional media format as described herein). Instead, a game log may include information that indicates one or more game events that have occurred during gameplay. In an implementation, a game log may include information relating to player activity during gameplay such as the presence or absence of player chats via headsets, the amplitude/volume of such headset chat, texting/chatting in out-of-band streams, observed physical behavior of a player (e.g., a player standing, jumping, etc.) based on inputs from peripheral devices such as cameras, and/or other player activity information.


Accordingly, gameplay that occurred during a video game session may be replayed based on the game events (hereinafter, such replay based on a game log will be referred to as a “video game playback” even though a replay may occur substantially in real-time—e.g., as a gameplay session is occurring—or not in real-time—e.g., stored and later retrieved for later video game playback). Because a game log specifies game events that occurred during gameplay rather than a rendering of the gameplay, a given game log occupies a much smaller footprint than a conventional media file that would, for example, render video of the gameplay.


The game events may include, without limitation, a player's input, a game engine's response to a player's input, an interaction between a bot and another player (e.g., another human player or another bot), an interaction between virtual objects and other objects or players, and/or other event that can occur during gameplay. A game event may be recorded as information that encodes the event. For instance, a game event may be encoded as a generic event, such as “player input button A,” or a specific event (e.g., specific to a particular game), such as “player defeated boss X.” A computer readable mapping of events to encodings may be stored in a database as well, in which case a game log may simply include encodings that map to particular events.


A given game log may be associated with video game information such as, without limitation, a video game title, a video game genre related to the video game title, a publisher of the video game title, the names of player(s) involved in a video game session to which the game log relates, and/or other information relating to the video game or video game session to which the game log relates.


Game host 104 may generate the game log in real-time (e.g., as gameplay is happening) and may stream the game log as it is generated to one or more other devices for annotating gameplay and/or broadcasting the gameplay. For example, game host 104 may provide the game log to computer system 110 for automatic annotation of the gameplay. It should be noted, however, that the functions of computer system 110 may be incorporated within the game host (and vice versa). For example, game host 104 and computer system 110 may be housed within the same device or may cooperate together (e.g., they may each be server blades/processors that cooperatively work together).


Annotating Gameplay


Computer system 110 may be configured as a server (e.g., having one or more server blades, processors, etc.), a gaming console, a handheld gaming device, a personal computer (e.g., a desktop computer, a laptop computer, etc.), a smartphone, a tablet computing device, and/or other device that is programmed to automatically annotate gameplay of a video game as described herein.


Computer system 110 may include one or more processors 112 (also interchangeably referred to herein as processors 112, processor(s) 112, or processor 112 for convenience), one or more storage devices 114 (which may store a gameplay annotator 120), and/or other components. Processors 112 may be programmed by one or more computer program instructions. For example, processors 112 may be programmed by gameplay annotator 120 and/or other instructions. Gameplay annotator 120 may include various instructions that program computer system 110. As described herein, gameplay annotator 120 will be described as programming computer system 110 to perform various operations. However, it should be understood that a portion (or all) of gameplay annotator 120 may, alternatively or additionally, program other system components (e.g., an end user device) to perform at least some of the functions of gameplay annotator 120.


Identifying Triggering Events


In an implementation, gameplay annotator 120 may parse (e.g., read), either in real-time or after gameplay session 101 has concluded, the game log. Whether real-time or not, such parsing may occur in intervals (as described below with respect to FIG. 2A) or continuously (as described below with respect to FIG. 2B). Regardless of the method by which parsing is performed, gameplay annotator 120 may identify one or more triggering events based on the parsing. For example, a triggering event may have occurred during gameplay and be specified in the game log, from which the triggering event is parsed and identified.


A triggering event may include an in-game event that may be of interest to an audience member (e.g., user 107, user 111) viewing the gameplay. For example, and without limitation, a triggering event may include the gameplay session has reached a particular game state (e.g., a start/end of a match, a change in location of action (e.g., combat moves from one area of the map to another), an injury to a particular player (e.g., in a basketball, football or sports simulation), a number or all players dying except one), an in-game achievement by one or more players (e.g., a first kill of a match, a first score, a score differential by certain threshold, a particular type of achievement has been reached (e.g., that's the 10th time a player has gotten a double kill this match or that's a player's 5th basketball assist to another player this video gameplay session)), and/or other event that may be of interest to a user.


Triggering events may be customized for a given game. Such customizations may be made by a game developer, a player 103, a user 107, a user 111, and/or others. Information specifying the triggering events and/or customizations may be stored in a triggering event repository, such as a database 130. For example, a triggering event may be stored as a triggering event identifier, and a triggering event type or description.


Generating Annotation Items Based on Annotation Rules Tied to Triggering Events


In an implementation, gameplay annotator 120 may obtain, responsive to identification of a triggering event, a corresponding set of one or more annotation rules relating to the triggering event. For example, an annotation rules database (e.g., a database 130) may store annotation rules in association with information identifying triggering events (e.g., a triggering event identifier). Alternatively or additionally, the annotation rules may be part of the logic of gameplay annotator 120. In either or both instances, each triggering event may be associated with (e.g., mapped to) one or more annotation rules that specifies how to handle the triggering event.


An annotation rule may relate to a game characteristic relating to the triggering event. For example, an annotation rule may relate to players/teams involved in a gameplay session, a time that the triggering event occurred in the game (e.g., if the trigger is one team killing all the members of the opposing team, the annotation item(s) that are generated may depend on whether the triggering event is detected at the in the first 3 minutes of the game, minutes 3-10, or after the 10 minute mark), a location (e.g., on a game map) at which the triggering event was detected, a number of times the triggering event was detected previously in the match, the events that were recorded the last time the triggering detected was detected, etc.).


A given annotation rule may specify that coarse (e.g., general) and/or more granular (e.g., specific) information be gathered and provided as an annotation item in response to a triggering event. Alternatively or additionally, two or more annotation rules may be associated with a triggering event. One of the annotation rules may specify that one piece of information be provided in response to the triggering event while another one of the annotation rules may specify that another piece of information be provided in response to the triggering event. The information for the annotation item(s) may be obtained from a pre-stored statistical/historical database of gameplay (e.g., a database 130) and/or may be gathered from the game log itself (e.g., in-game statistics for the current gameplay session such as number of kills, kill-to-death “k/d” ratio, number of pistol kills, success rate after entry, heads-up matches, etc.). As such, annotation items may relate to historical statistical data and/or current in-game data. In some embodiments, a description of the trigger event itself could be provided as the annotation item instead of or in addition to one or more pieces of information.


In one example, if a triggering event relates to a start of a match, an annotation rule may specify that a comparison between the match participants be made. Such annotation rule may be coarse (e.g., obtain the prior N meetings between the match participants and the corresponding records). Alternatively, the annotation rule may be more granular, such as specifying that a specific set of statistics of prior N meetings between the match participants be obtained. In some implementations, the foregoing rules (and/or other rules) may be combined into a single rule or be individually associated with the triggering event such that both coarse and granular information be obtained.


In an implementation, an annotation rule may specify that a game condition be taken into account when generating annotation items. For example, an annotation rule may specify that if only N number of players (e.g., one or two players) are alive after a predetermined time after the start of a gameplay session, an annotation item relating to the odds of survival/winning for each remaining player be generated based on the number of remaining players, the statistics (e.g., k/d ratios) of the other remaining players, etc. In another example, if a triggering event relates to a particular k/d ratio that has been achieved (e.g., a k/d ratio that exceeds a threshold value), then the annotation rule may specify that the k/d ratio be presented as an annotation item. It should be noted that an annotation item may relate to a single player, more than one player, or a collective team of players.


Providing Annotation Items and Updating the Set of Annotation Items


In an implementation, annotation item(s) may be presented as they are obtained responsive to triggering events. For example, as a triggering event occurs during a gameplay session, corresponding annotation item(s) may be obtained and presented to the audience. Such annotation items may be presented as a graphical user interface (“GUI”) object (e.g., a moving ticker display, a stationary display, a separate window, etc.), a message (e.g., a social media message, an email, an Short Message Service text message, etc.), and/or other communication channel. An example GUI is described with respect to FIG. 4 below.


In implementations in which an annotation item is presented as a GUI object, the annotation item may be displayed persistently until a next annotation item is available (e.g., based on a new triggering event) to replace the annotation item. Alternatively or additionally, the annotation item may be displayed until a timer has expired. In this manner, an annotation item may be removed from the display when a certain time period has expired (or when a replacement item is available).


In an implementation, gameplay annotator 120 may store annotation items for a gameplay session in an annotation stack. The annotation stack may include all or a portion of annotation items generated for the gameplay session. Each annotation item may be associated with a timestamp. The timestamp may indicate a date/time that the annotation item was generated, a date/time that the corresponding triggering event (which triggered creation of the annotation item) occurred in the gameplay, and/or other date/time (the term “date/time” refers to date and/or time). In some instances, gameplay annotation 120 may select a top N annotation items to display any time a triggering event has occurred and cause the selected N annotation items to be presented. Such selection may be based on the date/time (e.g., only the most recent annotation items are presented).


In an implementation, the annotation items may be weighted using various annotation weights that signify an importance of the annotation item. The weights may include a time weight that causes more recent annotation items to be weighed more heavily that previous annotation items. An annotation item may be assigned with an annotation score based on the annotation weight. The top N annotation items having the highest scores may be selected for presentation at a given time (such as when a new triggering event and annotation item is detected and generated). In these implementations, the set of annotation items selected for presentation may or may not change after a triggering event has occurred.


In some instances, a triggering event may lead to an annotation item that replaces one of the top N annotation items (such replacement may, in some instances, include an annotation item that is effectively an update of another annotation item—such as when a current k/d ratio of a player “replaces” a previous k/d ratio of that same player).


Providing Annotations of Gameplay to Audiences


Annotation items and playback of gameplay session 101 (which may occur in real-time) may be facilitated in various ways. For example, gameplay annotation 120 may provide game log 121 along with automatically generated annotation items 125 to users 107, whose devices may include a decoder (not illustrated) that reads the game log and recreates video and/or audio of the gameplay based on the game log. The decoder may also read the annotation items 125 and present them as overlays or other graphical objects in association with the video and/or audio recreation. The decoder may also present the annotation items 125 as audio objects in association with the video and/or audio recreation (e.g., using a text to speech engine).


In other implementations, gameplay annotator 120 may provide, through a decoder (e.g., decoder 106), media 127 that includes the gameplay recreation overlaid with or otherwise incorporating the annotation items 125 to users 111. In some of these implementations, the gameplay session 101 may simply be live-streamed as media directly from game host 104, and gameplay annotator 120 may synchronize the annotation items 125 with the live-stream media. For example, game host 104 may output video and audio to users 111 (e.g., to a display viewed by users 111) and output the game log to gameplay annotator 120. In some of these implementations, latency may be injected into the live-stream media (e.g., introduce a delay or take advantage of commercial or other broadcast delays) so that gameplay annotator 120 has time to generate annotation items based on the game log. The gameplay recreation or live-stream media may comprise timestamps corresponding to timestamps in the game log and/or annotation items. The various timestamps can be used to synchronize the gameplay recreation or live-stream media with the annotation items 125 and/or game log.


In an implementation, the game log and annotation items automatically generated based on the game log may be stored as a metadata track for later retrieval and further annotation by users, as described in co-pending U.S. patent application Ser. No. 14/919,398, entitled “SYSTEM AND METHOD OF GENERATING AND DISTRIBUTING VIDEO GAME STREAMS,” filed Oct. 21, 2015, which is incorporated by reference herein in its entirety.


Although illustrated in FIG. 1 as a single component, computer system 110 may include a plurality of individual components (e.g., computer devices) each programmed with at least some of the functions described herein. In this manner, some components of computer system 110 may perform some functions while other components may perform other functions, as would be appreciated. The one or more processors 112 may each include one or more physical processors that are programmed by computer program instructions. The various instructions described herein are exemplary only. Other configurations and numbers of instructions may be used, so long as the processor(s) 112 are programmed to perform the functions described herein.


Furthermore, it should be appreciated that although the various instructions are illustrated in FIG. 1 as being co-located within a single processing unit, in implementations in which processor(s) 112 includes multiple processing units, one or more instructions may be executed remotely from the other instructions.


The description of the functionality provided by the different instructions described herein is for illustrative purposes, and is not intended to be limiting, as any of instructions may provide more or less functionality than is described. For example, one or more of the instructions may be eliminated, and some or all of its functionality may be provided by other ones of the instructions. As another example, processor(s) 112 may be programmed by one or more additional instructions that may perform some or all of the functionality attributed herein to one of the instructions.


The various instructions described herein may be stored in a storage device 114, which may comprise random access memory (RAM), read only memory (ROM), and/or other memory. The storage device may store the computer program instructions (e.g., the aforementioned instructions) to be executed by processor 112 as well as data that may be manipulated by processor 112. The storage device may comprise floppy disks, hard disks, optical disks, tapes, or other storage media for storing computer-executable instructions and/or data.


Databases 130


The various databases 130 described herein may be, include, or interface to, for example, an Oracle™ relational database sold commercially by Oracle Corporation. Other databases, such as Informix™, DB2 (Database 2) or other data storage, including file-based, or query formats, platforms, or resources such as OLAP (On Line Analytical Processing), SQL (Structured Query Language), a SAN (storage area network), Microsoft Access™ or others may also be used, incorporated, or accessed. The database may comprise one or more such databases that reside in one or more physical devices and in one or more physical locations. The database may store a plurality of types of data and/or files and associated data or file descriptions, administrative information, or any other data.


The various components illustrated in FIG. 1 may be coupled to at least one other component via a network, which may include any one or more of, for instance, the Internet, an intranet, a PAN (Personal Area Network), a LAN (Local Area Network), a WAN (Wide Area Network), a SAN (Storage Area Network), a MAN (Metropolitan Area Network), a wireless network, a cellular communications network, a Public Switched Telephone Network, and/or other network. In FIG. 1, as well as in other drawing Figures, different numbers of entities than those depicted may be used. Furthermore, according to various implementations, the components described herein may be implemented in hardware and/or software that configure hardware.



FIG. 2A depicts a schematic diagram illustration of processing intervals of a game log to annotate gameplay, according to an implementation of the invention. In an implementation, gameplay annotator 120 may parse a game log at intervals (I1, I2, . . . , IN). Each interval may be defined by a predefined time period (e.g., five seconds) or a predetermined number of triggering events. For example, at the start (t1) of a gameplay session, gameplay annotator 120 may start a timer to determine whether the predefined time period has expired and/or begin counting triggering events to determine whether the predetermined number of triggering events have occurred. During this time, there will be a latency (Δt) until the first interval I1 is to be processed. When the interval defining occurrence has been reached, gameplay annotator 120 may identify triggering events (or process the counted triggers) and generate annotation items for that corresponding interval. For example, at time t2, gameplay annotator 120 may generate annotation items for any event triggers that occurred during interval I1. Gameplay annotator 120 may repeat this process for the remaining intervals. The foregoing may increase computational efficiency because the game log may be processed in more manageable chunks, while introducing minimal latency (or taking advantage of any broadcast latency).



FIG. 2B depicts a schematic diagram illustration of continuous processing of a game log to annotate gameplay, according to an implementation of the invention. In an implementation, gameplay annotator 120 may continuously parse a game log as it is received/read. For instance, each time a triggering event is detected (e.g., at t1, t2, t3, . . . , tN) gameplay annotator 120 may process the triggering event (e.g., obtain a corresponding annotation rule, generate an annotation item based on the annotation rule, present the annotation item, etc.).



FIG. 3 depicts a process 300 of automatically annotating gameplay of a video game based on triggering events, according to an implementation of the invention. The various processing operations and/or data flows depicted in FIG. 3 (and in the other drawing figures) are described in greater detail herein. The described operations may be accomplished using some or all of the system components described in detail above and, in some implementations, various operations may be performed in different sequences and various operations may be omitted. Additional operations may be performed along with some or all of the operations shown in the depicted flow diagrams. One or more operations may be performed simultaneously. Accordingly, the operations as illustrated (and described in greater detail below) are exemplary by nature and, as such, should not be viewed as limiting.


In an operation 302, process 300 may include obtaining a game log. The game log may be obtained from a game engine substantially in real-time as gameplay is occurring (e.g., at least some of the game log is received while a corresponding gameplay session is occurring) or the game log may be pre-stored (e.g., after the gameplay session has completed). In some instances, process 300 may be performed by a game engine that generates a game log. In other instances, process 300 may be performed by a system component separate from the game engine, in which case the system component may obtain the game log directly or indirectly from the game engine.


In an operation 304, process 300 may include identifying a triggering event based on events in the game log. In an operation 306, process 300 may include obtaining one or more annotation rules associated with the triggering event. In an operation 308, process 300 may include generating one or more annotation items based on the one or more annotation rules. In some implementations, the one or more annotation items may be generated based further on feedback from viewers (e.g., users 107, 111 illustrated in FIG. 1). For example, as further described with respect to FIG. 4, a viewer may select or otherwise interact with an annotation item that has been generated. Such selection may indicate user interest in the annotation item. An indication of the selection may be obtained and stored (e.g., in a database 130) for later analysis.


For example, process 300 may determine that certain types of annotation items are of interest to viewers based on stored indications that certain annotation items have been selected by viewers. In a particular non-limiting example, process 300 may determine that K/D ratios are of particular interest to users. As such, process 300 may generate more annotation items relating to K/D ratios relative to other types of annotation items. In other instances, process 300 may determine that certain types of annotation items are not of interest to viewers based on stored indications that certain annotation items have been removed by viewers from an interface. In these instances, process 300 may recognize that certain types of annotation items should not be generated (or if they are generated, they should be ranked lower than other types of annotation items for implementations in which annotation items are ranked).


The foregoing feedback loop (whether positive or negative) of using user selections of annotation items to affect generation and/or display of future annotation items may be applied to all viewers generally, customized for a specific group of viewers (e.g., one demographic of viewers may have an interest in K/D ratios while another demographic of views may have an interest in Clutch Win percentages), customized for a particular viewer, etc.


In an operation 310, process 300 may include causing the one or more annotation items to be provided with a broadcast of the gameplay. The broadcast may include a live stream or a download.



FIG. 4 depicts a screenshot 400 of a broadcast of gameplay augmented with automatically generated annotations, according to an implementation of the invention. Various user interface components of screenshot 400 may be added, deleted, moved, or otherwise changed so that the configuration, appearance, and/or content of the screenshots may be different than as illustrated in the figures. Accordingly, the graphical user interface objects as illustrated (and described in greater detail below) are exemplary by nature and, as such, should not be viewed as limiting.


As illustrated, screenshot 400 includes a main display area 404 that provides video of gameplay for a gameplay session (e.g., gameplay session 101 illustrated in FIG. 1). Main display area 404 may include a player statistics portion 402, which may list one or more players and their current game, event (e.g., tournament), historical, and/or other statistics relating to gameplay or the player. Annotation portion 410 may display annotation items. As illustrated, four annotation items for players 103A-D are displayed. Annotation portion 410 may be generated/updated as a set (e.g., all four annotation items are not generally individually swappable) or may be generated/updated individually (e.g., each annotation item may be individually generated and swapped out for another annotation item). In some instances, annotation portion 410 may be fixed, in which case only a maximum number of annotation items may be displayed at any given time. In other instances, annotation portion 410 may be scrolling, as in a ticker-style GUI object. In either case, the most recent or otherwise relevant set of annotation items may populate the annotation portion 410. Annotation portion 410 may be overlaid onto video of the gameplay, presented adjacent to the video of the gameplay, or may be presented on an altogether separate display (e.g., a display separately housed from the main display portion 404, which displays video of the gameplay).



FIG. 5 depicts interactive, automatically generated, annotation items, according to an implementation of the invention. FIG. 6 depicts a process 600 of displaying interactive, automatically generated, annotation items and processing interactions with the interactive annotation items, according to an implementation of the invention. FIGS. 5 and 6 will be described with respect to one another for ease of illustration.


In an operation 602, computer system 110 may generate one or more annotation items, as described herein, and provide the annotation items for broadcast 105 (which may include a device configured to display a view of related gameplay and/or an interactive annotation portion 410). In some implementations, each annotation item may be associated with a unique identifier (hereinafter, an annotation item ID) so that it may be later referenced. Each annotation item ID may be stored (e.g., in a database 130) in association with a game log, a player, a timestamp at which the annotation item is relevant in a game log, and/or other information related to the annotation item.


In an operation 604, broadcast 105 may display an interactive annotation portion 410, which includes the annotation items. In some implementations, one or more components of annotation portion 410, including the displayed annotation items, may be interactive and capable of receiving input from a viewer of the broadcast to cause additional actions 510. For example, in an operation 606, a viewer may select (e.g., click, tap, or otherwise designate) an annotation item and broadcast 105 may receive such selection.


The selection may cause an action to be performed, such as access, and provide to the viewer, additional information (e.g., details) related to the annotation item (e.g., access an internet resource containing information relating to the annotation item or access additional information related to the annotation item stored in the annotation item); save the annotation item; transmit the annotation item (e.g., via social media, email, etc.); remove the annotation item from annotation portion 410 (in some instances, a replacement annotation item such as the next highest ranked annotation item may be added in place of the removed annotation item), comment on the selected annotation item, like (or dislike) the selected annotation item, and/or take other actions. In some implementations, the viewer may indicate a level of interest for a particular annotation item. The level of interest and/or other interactions may be fed back to game log annotator 120 and used in generating future annotation items.


In an operation 608, broadcast 105 may provide an indication of the interaction (e.g., the type of action called for by the interaction) to computer system 110. The indication may include an annotation item ID to which the interaction relates, an identification of a user who interacted with the annotation item, a timestamp in the game log at which the interaction was made, and/or other information. In an operation 610 computer system 110 may process the indication of the interaction, which may include storing the indication and relevant information (e.g., the type of action called for by the interaction, a user who requested the action, the annotation item ID, the timestamp at which the interaction occurred, any likes/dislikes provided by viewers, any comments provided by viewers, etc.). Computer system 110 may later retrieve the stored information to refine generation of annotation items.


In addition to the foregoing processing, computer system 110 may perform one or more operations 612 (612A, 612B, 612C, and/or other operations) depending on the type of action called for in the interaction. For example, responsive to an action to save an annotation item, in an operation 612A, computer system 110 may store the annotation item (more particularly, for example, the annotation item ID) in association with a user ID who requested such storage. In this manner, the user or others may obtain annotations items that the user has saved. Responsive to an action to share the annotation item, in an operation 612B, computer system 110 may share the annotation item via a requested communication channel (whether via electronic mail, social media site 601, etc.).


Responsive to an action to obtain additional information (e.g., details) about an annotation item, in an operation 612C, computer system 110 may obtain and provide the details to broadcast 105. The details may be obtained from a database, from the game log (e.g., to provide detailed information relating to events that culminated in the annotation item), from a player profile for a player to which the annotation item relates, a third party source, and/or source from which additional information relating to an annotation item may be obtained. In an operation 614, the details, if obtained, may be provided by broadcast 105 to user 107.


In some implementations, because the user interactions with a given annotation item may be stored (e.g., in a database 130), information relating to the interactions may be obtained by the system or others for analytics (e.g., to refine generation of annotation items as described herein), display, and/or other use. In implementations in which information relating to the interactions are displayed, the information may be displayed alongside an annotation item. For example, if a game log is replayed later (whether or not originally live-streamed), any automatically generated annotation items may be displayed as well in accordance with timestamps that synchronize the annotation items with the game log. Furthermore, the annotation items may be further augmented with the user interaction information, such as likes/dislikes, comments (including a thread of comments made), indications of the number of removals, saves, shares, etc.


Annotation items in annotation portion 410 may be swapped out or otherwise updated based on various display rules. Such rules may dictate when one or all annotation items should be swapped out for another annotation item (and/or expired and should be removed). For example, a display rule may specify that annotation items should be updated (but remain displayed) when one or more new annotation items are available to replace currently displayed annotation items. Another display rule may specify that annotation items should be expired upon passage of a predetermined period of time. Other rules may specify other conditions by which annotation items displayed at annotation portion 410 should be updated.


It should be noted that computer system 110 may provide broadcast 105 (or broadcast 109, which is not illustrated in FIG. 6). In other words, computer system 110 may provide a view of the game log and annotation items, either in an integrated display device and/or to a display device that is connected to computer system 110. Thus, computer system 110 and broadcast 105 are illustrated as being separate for illustrative purposes.


Other implementations, uses and advantages of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. The specification should be considered exemplary only, and the scope of the invention is accordingly intended to be limited only by the following claims.

Claims
  • 1. A computer-implemented method of providing an interactive annotation item, which is generated based on at least one triggering event during gameplay, and performing at least one action responsive to a user interaction with the interactive annotation item, the method being implemented in a computer system having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer system to perform the method, the method comprising: obtaining, by the computer system, the interactive annotation item that is generated based on the at least one triggering event during the gameplay;generating, by the computer system, a user interface comprising a display portion that includes video of the gameplay and an annotation portion that includes the interactive annotation item;receiving, by the computer system, an indication that the interactive annotation item was interacted with via the user interface;determining, by the computer system, an action to be taken based on the indication; andcausing, by the computer system, the action to be taken.
  • 2. The method of claim 1, wherein determining the action to be taken comprises: determining, by the computer system, that the interactive annotation item should be shared, and wherein causing the action to be taken comprises sharing, by the computer system, the interactive annotation item.
  • 3. The method of claim 2, wherein sharing the interactive annotation item comprises: causing, by the computer system, the interactive annotation item to be posted to a social media site.
  • 4. The method of claim 2, wherein sharing the interactive annotation item comprises: causing, by the computer system, the interactive annotation item to be transmitted via electronic mail.
  • 5. The method of claim 1, wherein determining the action to be taken comprises: determining, by the computer system, that the interactive annotation item should be stored in association with a user identification, and wherein causing the action to be taken comprises causing, by the computer system, the interactive annotation item to be stored in association with the user identification.
  • 6. The method of claim 1, wherein determining the action to be taken comprises: determining, by the computer system, that additional information relating to the interactive annotation item should be obtained and provided, and wherein causing the action to be taken comprises obtaining, by the computer system, the additional information and providing the additional information via the user interface.
  • 7. The method of claim 1, wherein determining the action to be taken comprises: determining, by the computer system, that the interactive annotation item should be removed from the annotation portion, and wherein causing the action to be taken comprises removing, by the computer system, the interactive annotation item from the annotation portion.
  • 8. The method of claim 7, the method further comprising: replacing, by the computer system, the removed interactive annotation item with a different annotation item.
  • 9. The method of claim 1, the method further comprising: obtaining, by the computer system, at least a portion of a game log for a gameplay session during which the gameplay occurs;identifying, by the computer system, the at least one triggering event based on the game log;generating, by the computer system, the interactive annotation item based on the at least one triggering event.
  • 10. The method of claim 9, the method further comprising: storing, by the computer system, the indication that the interactive annotation item was interacted with along with a previous indication that a previous interactive annotation item was interacted with, wherein generating the interactive annotation item is based further on the previous indication that the previous interactive annotation item was interacted with, indicating that a given user was interested in the previous interactive annotation item.
  • 11. A system of providing an interactive annotation item, which is generated based on at least one triggering event during gameplay, and performing at least one action responsive to a user interaction with the interactive annotation item, the system comprising: a computer system comprising one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, program the computer system to: obtain the interactive annotation item that is generated based on the at least one triggering event during the gameplay;generate a user interface comprising a display portion that includes video of the gameplay and an annotation portion that includes the interactive annotation item;receive an indication that the interactive annotation item was interacted with via the user interface;determine an action to be taken based on the indication; andcause the action to be taken.
  • 12. The system of claim 11, wherein to determine the action to be taken, the computer system is programmed to: determine that the interactive annotation item should be shared, and wherein to cause the action to be taken, the computer system is programmed to share the interactive annotation item.
  • 13. The system of claim 12, wherein to share the interactive annotation item, the computer system is programmed to: cause the interactive annotation item to be posted to a social media site.
  • 14. The system of claim 12, wherein to share the interactive annotation item, the computer system is programmed to: cause the interactive annotation item to be transmitted via electronic mail.
  • 15. The system of claim 11, wherein to determine the action to be taken, the computer system is programmed to: determine that the interactive annotation item should be stored in association with a user identification, and wherein to cause the action to be taken, the computer system is programmed to cause the interactive annotation item to be stored in association with the user identification.
  • 16. The system of claim 11, wherein to determine the action to be taken, the computer system is programmed to: determine that additional information relating to the interactive annotation item should be obtained and provided, and wherein to cause the action to be taken, the computer system is programmed to obtain the additional information and providing the additional information via the user interface.
  • 17. The system of claim 11, wherein to determine the action to be taken, the computer system is programmed to: determine that the interactive annotation item should be removed from the annotation portion, and wherein to cause the action to be taken, the computer system is programmed to remove the interactive annotation item from the annotation portion.
  • 18. The system of claim 17, wherein the computer system is programmed to: replace the removed interactive annotation item with a different annotation item.
  • 19. The system of claim 11, wherein the computer system is programmed to: obtain at least a portion of a game log for a gameplay session during which the gameplay occurs;identify the at least one triggering event based on the game log;generate the interactive annotation item based on the at least one triggering event.
  • 20. The system of claim 19, wherein the computer system is programmed to: store the indication that the interactive annotation item was interacted with along with a previous indication that a previous annotation item was interacted with, wherein the interactive annotation item is generated based further on the previous indication that the previous annotation item was interacted with, indicating that a given user was interested in the previous annotation item.
  • 21. A non-transient computer readable medium comprising a plurality of programmatic instructions that, when executed, provide an interactive annotation item, which is generated based on at least one triggering event during gameplay, and cause performance of an action responsive to a user interaction with the interactive annotation item, by: obtaining the interactive annotation item that is generated based on the at least one triggering event during the gameplay;generating a user interface comprising a display portion that includes video of the gameplay and an annotation portion that includes the interactive annotation item;receiving an indication that the interactive annotation item was interacted with via the user interface;determining an action to be taken based on the indication; andcausing the action to be taken.
  • 22. The non-transient computer readable medium of claim 21 further comprising programmatic instructions that, when executed, determine that the interactive annotation item should be shared and cause a sharing of the interactive annotation item.
  • 23. The non-transient computer readable medium of claim 22, further comprising programmatic instructions that, when executed, share the interactive annotation item by posting the interactive annotation item to a social media site.
  • 24. The non-transient computer readable medium of claim 22, further comprising programmatic instructions that, when executed, share the interactive annotation item by transmitting the interactive annotation item via electronic mail.
  • 25. The non-transient computer readable medium of claim 21, further comprising programmatic instructions that, when executed, determine that the interactive annotation item should be stored in association with a user identification and cause the interactive annotation item to be stored in association with the user identification.
  • 26. The non-transient computer readable medium of claim 21, further comprising programmatic instructions that, when executed, determine that additional information relating to the interactive annotation item should be obtained and provide the additional information via the user interface.
  • 27. The non-transient computer readable medium of claim 21, further comprising programmatic instructions that, when executed, determine that the interactive annotation item should be removed from the annotation portion and cause a removal of the interactive annotation item from the annotation portion.
  • 28. The non-transient computer readable medium of claim 27, further comprising programmatic instructions that, when executed, cause a replacement of the removed interactive annotation item with a different annotation item.
  • 29. The non-transient computer readable medium of claim 21, further comprising programmatic instructions that, when executed, obtain at least a portion of a game log for a gameplay session during which the gameplay occurs, identify the at least one triggering event based on the game log, and generate the interactive annotation item based on the triggering event.
  • 30. The non-transient computer readable medium of claim 29, further comprising programmatic instructions that, when executed, store the indication that the interactive annotation item was interacted with along with a previous indication that a previous annotation item was interacted with, wherein the interactive annotation item is generated based further on the previous indication that the previous annotation item was interacted with, indicating that a given user was interested in the previous annotation item.
CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation application of U.S. patent application Ser. No. 16/261,844, entitled “Systems and Methods of Generating and Sharing Social Messages Based on Triggering Events in a Video Game” and filed on Jan. 30, 2019, which is a continuation application of U.S. patent application Ser. No. 15/136,386, entitled “System and Method of Generating and Providing Interactive Annotation Items Based on Triggering Events in a Video Game”, filed on Apr. 22, 2016, and issued as U.S. Pat. No. 10,226,703 on Mar. 12, 2019, which, in turn, claims priority to U.S. Provisional Patent Application Ser. No. 62/317,303, entitled “System and Method of Automatically Annotating Gameplay of a Video Game Based on Triggering Events” and filed Apr. 1, 2016, the contents of all of which are hereby incorporated by reference herein in their entirety.

US Referenced Citations (405)
Number Name Date Kind
5031089 Liu Jul 1991 A
5442569 Osano Aug 1995 A
5530796 Wang Jun 1996 A
5535276 Ganesan Jul 1996 A
5539883 Allon Jul 1996 A
5561736 Moore Oct 1996 A
5563946 Cooper Oct 1996 A
5630129 Wheat May 1997 A
5685775 Bakoglu Nov 1997 A
5706507 Schloss Jan 1998 A
5708764 Borrel Jan 1998 A
5736985 Lection Apr 1998 A
5736990 Barrus Apr 1998 A
5737416 Cooper Apr 1998 A
5745678 Herzberg Apr 1998 A
5762552 Vuong Jun 1998 A
5768511 Galvin Jun 1998 A
5774668 Choquier Jun 1998 A
5796393 MacNaughton Aug 1998 A
5825877 Dan Oct 1998 A
5835692 Cragun Nov 1998 A
5860137 Raz Jan 1999 A
5875296 Shi Feb 1999 A
5878233 Schloss Mar 1999 A
5883628 Mullaly Mar 1999 A
5884024 Lim Mar 1999 A
5900879 Berry May 1999 A
5903266 Berstis May 1999 A
5903271 Bardon May 1999 A
5908469 Botz Jun 1999 A
5911045 Leyba Jun 1999 A
5920325 Morgan Jul 1999 A
5923324 Berry Jul 1999 A
5938722 Johnson Aug 1999 A
5944824 He Aug 1999 A
5963915 Kirsch Oct 1999 A
5969724 Berry Oct 1999 A
5977979 Clough Nov 1999 A
5990888 Blades Nov 1999 A
6008848 Tiwari Dec 1999 A
6009455 Doyle Dec 1999 A
6014145 Bardon Jan 2000 A
6021268 Johnson Feb 2000 A
6025839 Schell Feb 2000 A
6049819 Buckle Apr 2000 A
6058266 Megiddo May 2000 A
6059842 Dumarot May 2000 A
6069632 Mullaly May 2000 A
6081270 Berry Jun 2000 A
6081271 Bardon Jun 2000 A
6088727 Hosokawa Jul 2000 A
6091410 Lection Jul 2000 A
6094196 Berry Jul 2000 A
6098056 Rusnak Aug 2000 A
6101538 Brown Aug 2000 A
6104406 Berry Aug 2000 A
6111581 Berry Aug 2000 A
6134588 Guenthner Oct 2000 A
6141699 Luzzi Oct 2000 A
6144381 Lection Nov 2000 A
6148328 Cuomo Nov 2000 A
6179713 James Jan 2001 B1
6185614 Cuomo Feb 2001 B1
6201881 Masuda Mar 2001 B1
6222551 Schneider Apr 2001 B1
6271842 Bardon Aug 2001 B1
6271843 Lection Aug 2001 B1
6282547 Hirsch Aug 2001 B1
6308208 Jung Oct 2001 B1
6311206 Malkin Oct 2001 B1
6314465 Paul Nov 2001 B1
6330281 Mann Dec 2001 B1
6334141 Varma Dec 2001 B1
6336134 Varma Jan 2002 B1
6337700 Kinoe Jan 2002 B1
6345287 Fong Feb 2002 B1
6349091 Li Feb 2002 B1
6351775 Yu Feb 2002 B1
6353449 Gregg Mar 2002 B1
6356297 Cheng Mar 2002 B1
6370560 Robertazzi Apr 2002 B1
6393467 Potvin May 2002 B1
6411312 Sheppard Jun 2002 B1
6418462 Xu Jul 2002 B1
6426757 Smith Jul 2002 B1
6445389 Bossen Sep 2002 B1
6452593 Challener Sep 2002 B1
6462760 Cox, Jr. Oct 2002 B1
6466550 Foster Oct 2002 B1
6469712 Hilpert, Jr. Oct 2002 B1
6473085 Brock Oct 2002 B1
6473597 Johnson Oct 2002 B1
6499053 Marquette Dec 2002 B1
6505208 Kanevsky Jan 2003 B1
6509925 Dermler Jan 2003 B1
6525731 Suits Feb 2003 B1
6539415 Mercs Mar 2003 B1
6549933 Barrett Apr 2003 B1
6567109 Todd May 2003 B1
6567813 Zhu May 2003 B1
6574477 Rathunde Jun 2003 B1
6580981 Masood Jun 2003 B1
6601084 Bhaskaran Jul 2003 B1
6618751 Challenger Sep 2003 B1
RE38375 Herzberg Dec 2003 E
6657617 Paolini Dec 2003 B2
6657642 Bardon Dec 2003 B1
6684255 Martin Jan 2004 B1
6699127 Lobb Mar 2004 B1
6717600 Dutta Apr 2004 B2
6734884 Berry May 2004 B1
6765596 Lection Jul 2004 B2
6781607 Benham Aug 2004 B1
6801930 Dionne Oct 2004 B1
6819669 Rooney Nov 2004 B2
6832239 Kraft Dec 2004 B1
6836480 Basso Dec 2004 B2
6845389 Sen Jan 2005 B1
6886026 Hanson Apr 2005 B1
6941236 Huelsbergen Sep 2005 B2
6948168 Kuprionas Sep 2005 B1
RE38865 Dumarot Nov 2005 E
6970929 Bae Nov 2005 B2
6993596 Hinton Jan 2006 B2
7006616 Christofferson Feb 2006 B1
7028296 Irfan Apr 2006 B2
7062533 Brown Jun 2006 B2
7089266 Stolte Aug 2006 B2
7124071 Rich Oct 2006 B2
7139792 Mishra Nov 2006 B1
7143409 Herrero Nov 2006 B2
7159217 Pulsipher Jan 2007 B2
7185067 Viswanath Feb 2007 B1
7209137 Brokenshire Apr 2007 B2
7230616 Taubin Jun 2007 B2
7249123 Elder Jul 2007 B2
7263511 Bodin Aug 2007 B2
7287053 Bodin Oct 2007 B2
7305438 Christensen Dec 2007 B2
7308476 Mannaru Dec 2007 B2
7353295 Crow Apr 2008 B1
7404149 Fox Jul 2008 B2
7426538 Bodin Sep 2008 B2
7427980 Partridge Sep 2008 B1
7428588 Berstis Sep 2008 B2
7429987 Leah Sep 2008 B2
7436407 Doi Oct 2008 B2
7439975 Hsu Oct 2008 B2
7443393 Shen Oct 2008 B2
7447996 Cox Nov 2008 B1
7467180 Kaufman Dec 2008 B2
7467181 McGowan Dec 2008 B2
7475354 Guido Jan 2009 B2
7478127 Creamer Jan 2009 B2
7484012 Hinton Jan 2009 B2
7503007 Goodman Mar 2009 B2
7506264 Polan Mar 2009 B2
7515136 Kanevsky Apr 2009 B1
7525964 Astley Apr 2009 B2
7548948 Klemets Jun 2009 B2
7552177 Kessen Jun 2009 B2
7565650 Bhogal Jul 2009 B2
7571224 Childress Aug 2009 B2
7571389 Broussard Aug 2009 B2
7580888 Ur Aug 2009 B2
7590984 Kaufman Sep 2009 B2
7596596 Chen Sep 2009 B2
7640587 Fox Dec 2009 B2
7667701 Leah Feb 2010 B2
7698656 Srivastava Apr 2010 B2
7702784 Berstis Apr 2010 B2
7714867 Doi May 2010 B2
7719532 Schardt May 2010 B2
7719535 Tadokoro May 2010 B2
7734691 Creamer Jun 2010 B2
7737969 Shen Jun 2010 B2
7743095 Goldberg Jun 2010 B2
7747679 Galvin Jun 2010 B2
7765478 Reed Jul 2010 B2
7768514 Pagan Aug 2010 B2
7773087 Fowler Aug 2010 B2
7774407 Daly Aug 2010 B2
7782318 Shearer Aug 2010 B2
7792263 D Amora Sep 2010 B2
7792801 Hamilton, II Sep 2010 B2
7796128 Radzikowski Sep 2010 B2
7808500 Shearer Oct 2010 B2
7814152 McGowan Oct 2010 B2
7827318 Hinton Nov 2010 B2
7843471 Doan Nov 2010 B2
7844663 Boutboul Nov 2010 B2
7847799 Taubin Dec 2010 B2
7856469 Chen Dec 2010 B2
7873485 Castelli Jan 2011 B2
7882222 Dolbier Feb 2011 B2
7882243 Ivory Feb 2011 B2
7884819 Kuesel Feb 2011 B2
7886045 Bates Feb 2011 B2
7890623 Bates Feb 2011 B2
7893936 Shearer Feb 2011 B2
7904829 Fox Mar 2011 B2
7921128 Hamilton, II Apr 2011 B2
7940265 Brown May 2011 B2
7945620 Bou-Ghannam May 2011 B2
7945802 Hamilton, II May 2011 B2
7970837 Lyle Jun 2011 B2
7970840 Cannon Jun 2011 B2
7985138 Acharya Jul 2011 B2
7990387 Hamilton, II Aug 2011 B2
7996164 Hamilton, II Aug 2011 B2
8001161 George Aug 2011 B2
8004518 Fowler Aug 2011 B2
8005025 Bodin Aug 2011 B2
8006182 Bates Aug 2011 B2
8013861 Hamilton, II Sep 2011 B2
8018453 Fowler Sep 2011 B2
8018462 Bhogal Sep 2011 B2
8019797 Hamilton, II Sep 2011 B2
8019858 Bauchot Sep 2011 B2
8022948 Garbow Sep 2011 B2
8022950 Brown Sep 2011 B2
8026913 Garbow Sep 2011 B2
8028021 Reisinger Sep 2011 B2
8028022 Brownholtz Sep 2011 B2
8037416 Bates Oct 2011 B2
8041614 Bhogal Oct 2011 B2
8046700 Bates Oct 2011 B2
8051462 Hamilton, II Nov 2011 B2
8055656 Cradick Nov 2011 B2
8056121 Hamilton, II Nov 2011 B2
8057307 Berstis Nov 2011 B2
8062130 Smith Nov 2011 B2
8063905 Brown Nov 2011 B2
8070601 Acharya Dec 2011 B2
8082245 Bates Dec 2011 B2
8085267 Brown Dec 2011 B2
8089481 Shearer Jan 2012 B2
8092288 Theis Jan 2012 B2
8095881 Reisinger Jan 2012 B2
8099338 Betzler Jan 2012 B2
8099668 Garbow Jan 2012 B2
8102334 Brown Jan 2012 B2
8103640 Lo Jan 2012 B2
8103959 Cannon Jan 2012 B2
8105165 Karstens Jan 2012 B2
8108774 Finn Jan 2012 B2
8113959 De Judicibus Feb 2012 B2
8117551 Cheng Feb 2012 B2
8125485 Brown Feb 2012 B2
8127235 Haggar Feb 2012 B2
8127236 Hamilton, II Feb 2012 B2
8128487 Hamilton, II Mar 2012 B2
8131740 Cradick Mar 2012 B2
8132235 Bussani Mar 2012 B2
8134560 Bates Mar 2012 B2
8139060 Brown Mar 2012 B2
8139780 Shearer Mar 2012 B2
8140340 Bhogal Mar 2012 B2
8140620 Creamer Mar 2012 B2
8140978 Betzler Mar 2012 B2
8140982 Hamilton, II Mar 2012 B2
8145676 Bhogal Mar 2012 B2
8145725 Dawson Mar 2012 B2
8149241 Do Apr 2012 B2
8151191 Nicol, II Apr 2012 B2
8156184 Kurata Apr 2012 B2
8165350 Fuhrmann Apr 2012 B2
8171407 Huang May 2012 B2
8171408 Dawson May 2012 B2
8171559 Hamilton, II May 2012 B2
8174541 Greene May 2012 B2
8176421 Dawson May 2012 B2
8176422 Bergman May 2012 B2
8184092 Cox May 2012 B2
8184116 Finn May 2012 B2
8185450 Mcvey May 2012 B2
8185829 Cannon May 2012 B2
8187067 Hamilton, II May 2012 B2
8199145 Hamilton, II Jun 2012 B2
8203561 Carter Jun 2012 B2
8214335 Hamilton, II Jul 2012 B2
8214433 Dawson Jul 2012 B2
8214750 Hamilton, II Jul 2012 B2
8214751 Dawson Jul 2012 B2
8217953 Comparan Jul 2012 B2
8219616 Dawson Jul 2012 B2
8230045 Kawachiya Jul 2012 B2
8230338 Dugan Jul 2012 B2
8233005 Finn Jul 2012 B2
8234234 Shearer Jul 2012 B2
8234579 Do Jul 2012 B2
8239775 Beverland Aug 2012 B2
8241131 Bhogal Aug 2012 B2
8245241 Hamilton, II Aug 2012 B2
8245283 Dawson Aug 2012 B2
8265253 Bruce Sep 2012 B2
8310497 Comparan Nov 2012 B2
8334871 Hamilton, II Dec 2012 B2
8360886 Karstens Jan 2013 B2
8364804 Childress Jan 2013 B2
8425326 Chudley Apr 2013 B2
8442946 Hamilton, II May 2013 B2
8506372 Chudley Aug 2013 B2
8514249 Hamilton, II Aug 2013 B2
8550920 Allen Oct 2013 B1
8554841 Kurata Oct 2013 B2
8607142 Bergman Dec 2013 B2
8607356 Hamilton, II Dec 2013 B2
8624903 Hamilton, II Jan 2014 B2
8626836 Dawson Jan 2014 B2
8692835 Hamilton, II Apr 2014 B2
8721412 Chudley May 2014 B2
8827816 Bhogal Sep 2014 B2
8838640 Bates Sep 2014 B2
8849917 Dawson Sep 2014 B2
8856650 Off Oct 2014 B1
8893012 Zhang Nov 2014 B1
8911296 Chudley Dec 2014 B2
8992316 Smith Mar 2015 B2
9005030 Laakkonen Apr 2015 B2
9005036 Laakkonen Apr 2015 B2
9083654 Dawson Jul 2015 B2
9152914 Haggar Oct 2015 B2
9199165 Zahn Dec 2015 B2
9205328 Bansi Dec 2015 B2
9286731 Hamilton, II Mar 2016 B2
9299080 Dawson Mar 2016 B2
9364746 Chudley Jun 2016 B2
9403090 Harris Aug 2016 B2
9474973 Perry Oct 2016 B2
9525746 Bates Dec 2016 B2
9583109 Kurata Feb 2017 B2
9621622 Ueda Apr 2017 B2
9630097 Paradise Apr 2017 B2
9641592 Thompson May 2017 B2
9682324 Bansi Jun 2017 B2
9764244 Bansi Sep 2017 B2
9789406 Marr Oct 2017 B2
9808722 Kawachiya Nov 2017 B2
10223449 Smith Mar 2019 B2
20020007317 Callaghan Jan 2002 A1
20020010776 Lerner Jan 2002 A1
20020023159 Vange Feb 2002 A1
20020056006 Vange May 2002 A1
20020065870 Baehr-Jones May 2002 A1
20020078192 Kopsell Jun 2002 A1
20020107918 Shaffer Aug 2002 A1
20020124137 Ulrich Sep 2002 A1
20030008712 Poulin Jan 2003 A1
20030037131 Verma Feb 2003 A1
20030055892 Huitema Mar 2003 A1
20030056002 Trethewey Mar 2003 A1
20030084172 DeJong May 2003 A1
20030084302 De May 2003 A1
20030110399 Rail Jun 2003 A1
20030135621 Romagnoli Jul 2003 A1
20030149781 Yared Aug 2003 A1
20030163733 Barriga-Caceres Aug 2003 A1
20030177187 Levine Sep 2003 A1
20040014514 Yacenda Jan 2004 A1
20040073773 Demjanenko Apr 2004 A1
20040103079 Tokusho May 2004 A1
20040210627 Kroening Oct 2004 A1
20040228291 Huslak Nov 2004 A1
20040244006 Kaufman Dec 2004 A1
20050015571 Kaufman Jan 2005 A1
20050246711 Berstis Nov 2005 A1
20060059223 Klemets Mar 2006 A1
20070060359 Smith Mar 2007 A1
20070294089 Garbow Dec 2007 A1
20080046956 Kulas Feb 2008 A1
20080086459 Ryan Apr 2008 A1
20080139301 Holthe Jun 2008 A1
20080270605 Berstis Oct 2008 A1
20080301405 Kaufman Dec 2008 A1
20090082095 Walker Mar 2009 A1
20090113448 Smith Apr 2009 A1
20090131177 Pearce May 2009 A1
20090147010 Russell Jun 2009 A1
20090258708 Figueroa Oct 2009 A1
20090298585 Cannon Dec 2009 A1
20100153653 El-Mahdy Jun 2010 A1
20100167816 Perlman Jul 2010 A1
20110151971 Altshuler Jun 2011 A1
20120100910 Eichorn Apr 2012 A1
20120289346 Van Luchene Nov 2012 A1
20140019862 Fink Jan 2014 A1
20140031121 Kern Jan 2014 A1
20140194211 Chimes Jul 2014 A1
20140221084 Morrison, III Aug 2014 A1
20140235336 Morimoto Aug 2014 A1
20140344725 Bates Nov 2014 A1
20140370979 Zahn Dec 2014 A1
20150141140 Lampe May 2015 A1
20150224395 Trombetta Aug 2015 A1
20150224399 Melo Aug 2015 A1
20150317945 Andress Nov 2015 A1
20150375102 George Dec 2015 A1
20150379407 Woon Dec 2015 A1
20160140637 Szabo May 2016 A1
20160171835 Washington Jun 2016 A1
20160180647 Webb Jun 2016 A1
20160191671 Dawson Jun 2016 A1
20160214012 Nishikawa Jul 2016 A1
20170014718 Ceraldi Jan 2017 A1
Foreign Referenced Citations (89)
Number Date Country
768367 Mar 2004 AU
2005215048 Oct 2011 AU
2143874 Jun 2000 CA
2292678 Jul 2005 CA
2552135 Jul 2013 CA
1334650 Feb 2002 CN
1202652 Oct 2002 CN
1141641 Mar 2004 CN
1494679 May 2004 CN
1219384 Sep 2005 CN
1307544 Mar 2007 CN
100407675 Jul 2008 CN
100423016 Oct 2008 CN
100557637 Nov 2009 CN
101001678 May 2010 CN
101436242 Dec 2010 CN
101801482 Dec 2014 CN
668583 Aug 1995 EP
0940960 Sep 1999 EP
0998091 May 2000 EP
1020804 Jul 2000 EP
0627728 Sep 2000 EP
1089516 Apr 2001 EP
0717337 Aug 2001 EP
1207694 May 2002 EP
0679977 Oct 2002 EP
0679978 Mar 2003 EP
0890924 Sep 2003 EP
1377902 Aug 2004 EP
0813132 Jan 2005 EP
1380133 Mar 2005 EP
1021021 Sep 2005 EP
0930584 Oct 2005 EP
0883087 Aug 2007 EP
1176828 Oct 2007 EP
2076888 Jul 2015 EP
2339938 Oct 2002 GB
2352154 Jul 2003 GB
H1198134 Apr 1999 JP
H11191097 Apr 1999 JP
11191097 Jul 1999 JP
3033956 Apr 2000 JP
3124916 Jan 2001 JP
3177221 Jun 2001 JP
2001204973 Jul 2001 JP
3199231 Aug 2001 JP
3210558 Sep 2001 JP
3275935 Feb 2002 JP
3361745 Jan 2003 JP
3368188 Jan 2003 JP
3470955 Sep 2003 JP
3503774 Dec 2003 JP
3575598 Jul 2004 JP
3579823 Jul 2004 JP
3579154 Oct 2004 JP
3701773 Oct 2005 JP
3777161 Mar 2006 JP
3914430 Feb 2007 JP
3942090 Apr 2007 JP
3962361 May 2007 JP
4009235 Sep 2007 JP
4225376 Dec 2008 JP
4653075 Dec 2010 JP
5063698 Aug 2012 JP
5159375 Mar 2013 JP
5352200 Nov 2013 JP
5734566 Jun 2015 JP
20020038229 May 2002 KR
20030039019 May 2003 KR
117864 Aug 2004 MY
55396 Dec 1998 SG
424213 Mar 2001 TW
527825 Apr 2003 TW
9642041 Dec 1996 WO
9900960 Jan 1999 WO
0203645 Jan 2002 WO
2002073457 Sep 2002 WO
20020087156 Oct 2002 WO
03049459 Jun 2003 WO
03058518 Jul 2003 WO
2004086212 Oct 2004 WO
2005079538 Sep 2005 WO
2007101785 Sep 2007 WO
2008037599 Apr 2008 WO
2008074627 Jun 2008 WO
2008095767 Aug 2008 WO
2009037257 Mar 2009 WO
2009104564 Aug 2009 WO
2010096738 Aug 2010 WO
Non-Patent Literature Citations (18)
Entry
Ma et al., “A Scalable Parallel Cell-Projection Volume Rendering Algorithm for Three-Dimensional Unstructured Data”, IEEE 1997, pp. 1-10.
Hassen et al., “A Task-and Data-Parallel Programming Language Based on Shared Objects,” ACM Transactions on Programming Languages and Systems, vol. 20, No. 6, Nov. 1998, pp. 1131-1170.
Kormann et al., “Risks of the Passport Single Signon Protocol”< 9th Intl. WWW Conf., May 15, 2000.
Syverson, “Limitations on design principles for public key protocols”, Proc. of 1996 IEEE Symposium on Security and Privacy, pp. 62-72, May 6, 1996.
Abadi et al., “Prudent Engineering Practice for Cryptogrphic Protocols”, Proc. of 1994 IEEE Computer Society Symposium on Research in Security and Privacy, pp. 122-136, May 16, 1994.
EverQuest Wiki, “EverQuest Classes”, Aug. 19, 2011, <http://everquest.wikia.com/wiki/Classes?oldid=3773>.
Planet Unreal, “Unreal Tournament Game Guide”, game released Nov. 1999 with earliest article cmment on Sep. 6, 2007, IGN Entertainment, <http://planetunreal.gamespy.com/View.php?view=UTGameInfo.Detail&id=28&game=6><http://planetunreal.gamespy.com/View.php?view=UTGameInfo.Detail&id=1&game=6>.
IBM developer Works, OptimalGrid—autonomic computing on the Grid, James H. Kaufman; Tobin J. Lehman; Glenn Deen; and John Thomas, Jun. 2003.
IBM, Transcoding: Extending e-business to new environments, Britton et al., Sep. 22, 2000.
Duong et al; “A dynamic load sharing algorithm for massivly multiplayer online games” published Sep. 28, 2003-Oct. 1, 2003.http://ieeexplore.ieee.org/iel5/8945/28322/01266179.pdf?tp=&arnumber-=1266179&isnumber=28322http://ieeexplore.ieee.org/xpl/absprintf.jsp?arnumb- er=1266179.
“A multi-server architecture for distributed virtual walkthrough” http://delivery.acm.org/10.1145/590000/585768/p163-ng.pdf?key1=585768&key-2=0554824911&coll=GUIDE&dl=GUIDE&CFID=41712537&CFTOKEN=50783297. Nov. 11, 2002.
Mauve, M., Fischer, S., and Widmer, J. 2002. A generic proxy system for networked computer games. In Proceedings of the 1st Workshop on Network and System Support for Games (Braunschweig, Germany, Apr. 16-17, 2002). NetGames '02. ACM, New York, NY, 25-28. DOI= http://doi.acm.org/10.1145/566500.566504.
Lee et al., “A Self-Adjusting Data Distribution Mechanism for Multidimensional Load Balancing in Multiprocessor-Based Database Systems,” Information Systems vol. 19, No. 7, pp. 549-567, 1994.
Feng et al., “A Parallel Hierarchical Radiosity Algorithm for Complex Scenes,” Proceedings IEEE Symposium on Parallel Rendering (PRS) '97), IEEE Computer Society Technical Committee on Computer Graphics in cooperation with ACM SIGGRAPH pp. 71-79, 1997.
Andert, “A Simulation of Dynamic Task Allocation in a Distributed Computer System,” Proceedings of the 1987 Winter Simulation Conference, 1987, pp. 1-9.
Derek Stanley, “What bitrate should I use when encoding my video? How do I optimize my video for the web?”, Feb. 12, 2012, ezs3. com, <https://web.archive.Org/web/20120212171320/https://www.ezs3.com/public/What_bitrate_should_l_use_when_encoding_my_video_How_do_I_optimize_my_video_for the_web.cfm> (Year: 2012).
International Search Report as Published as WO2005/079538 in corresponding international application No. PCT/US2005/005550. dated Jul. 5, 2006.
Surelya, “CS:Go Winter Update Adds Killer Replay”, MMOs.com, published Dec. 13, 2015 retrieved from Internet URL <https://mmos.com/news/csgo-winter-update-adds-killer-replay>. (Year: 2015).
Related Publications (1)
Number Date Country
20230027385 A1 Jan 2023 US
Provisional Applications (1)
Number Date Country
62317303 Apr 2016 US
Continuations (2)
Number Date Country
Parent 16261844 Jan 2019 US
Child 17817823 US
Parent 15136386 Apr 2016 US
Child 16261844 US